We

build

tools

for

3D artists

Scene management, render automation, and AI-powered creativity.
Shaped by real projects, real deadlines, real artists. Used by thousands worldwide.

Scene management, render automation, and AI-powered creativity. Shaped by real projects, real deadlines, real artists. Used by thousands worldwide.

Milestones

From an internal R&D team to our own company, key milestones that shaped Pulze.

2012
2012
Where it all started

The three of us joined Brick Visual, one of the world's top archviz studios. We didn't know it yet, this is where Pulze began.

Where it all started

The three of us joined Brick Visual, one of the world's top archviz studios. We didn't know it yet, this is where Pulze began.

The R&D department

Brick formally established an R&D group and we stepped back from production to focus entirely on building tools. Years of scripting and prototyping finally had a proper home.

The R&D department

Brick formally established an R&D group and we stepped back from production to focus entirely on building tools. Years of scripting and prototyping finally had a proper home.

2016
2016
2018
2018
Scene Manager 1.0

Our first public release and the moment Pulze became a brand. Born from the scene organization chaos we'd lived through for years in production.

Scene Manager 1.0

Our first public release and the moment Pulze became a brand. Born from the scene organization chaos we'd lived through for years in production.

Taking it on the road

We brought Scene and Render Manager to Total Chaos, EUE, D2, and other events across Europe. Our first real conversations with artists outside our own studio, and the confirmation that we were building something the industry actually needed.

Taking it on the road

We brought Scene and Render Manager to Total Chaos, EUE, D2, and other events across Europe. Our first real conversations with artists outside our own studio, and the confirmation that we were building something the industry actually needed.

2019
2019
2020
2020
Render Manager 1.0

Our first render management tool, built to replace Backburner and the patchwork of scripts studios were relying on. Purpose-built for archviz teams using 3ds Max and distributed rendering.

Render Manager 1.0

Our first render management tool, built to replace Backburner and the patchwork of scripts studios were relying on. Purpose-built for archviz teams using 3ds Max and distributed rendering.

Scene Manager 2

A ground-up rebuild driven entirely by user feedback. Custom properties, a personalizable interface, and deeper control over every aspect of the scene. The version that made artists tell us they couldn't imagine working without it.

Scene Manager 2

A ground-up rebuild driven entirely by user feedback. Custom properties, a personalizable interface, and deeper control over every aspect of the scene. The version that made artists tell us they couldn't imagine working without it.

2021
2021
2023
2023
Pulze becomes its own company

A major milestone. After years of growing together inside Brick Visual, Pulze was ready to stand on its own. We formed a new company and moved into our very first office.

Pulze becomes its own company

A major milestone. After years of growing together inside Brick Visual, Pulze was ready to stand on its own. We formed a new company and moved into our very first office.

RenderFlow 1.0

Everything we learned from Render Manager, reimagined from the ground up. A new product for a much bigger audience. From archviz roots to a render farm OS built for the entire CG industry.

RenderFlow 1.0

Everything we learned from Render Manager, reimagined from the ground up. A new product for a much bigger audience. From archviz roots to a render farm OS built for the entire CG industry.

2025
2025
2025
2025
Project Dream 1.0

From beta experiment to production-ready platform. 8 plugins including Photoshop integration, 40+ AI models, and tools for every stage of visual creation.

Project Dream 1.0

From beta experiment to production-ready platform. 8 plugins including Photoshop integration, 40+ AI models, and tools for every stage of visual creation.

What's next

New office, new people, and cloud rendering on the way. Expanding into new product areas and preparing our first appearance at SIGGRAPH. We're just getting started.

What's next

New office, new people, and cloud rendering on the way. Expanding into new product areas and preparing our first appearance at SIGGRAPH. We're just getting started.

2026
2026

Our Story

Where we come from and why we build.

We started as 3D artists at one of the world's top visualization studios. We spent years in production, learning what works, what breaks, and what takes way too long for no good reason.
 
We kept running into problems where the existing tools just weren't good enough. So we started building our own. First with scripts, then with proper tools, then with products that other studios wanted too.
 
That's how Pulze was born. Not from a business plan, but from production floors and the constant feeling that powerful tools shouldn't be complicated to use. We take the hard stuff and make it artist-friendly. That's been our approach from day one.
 
Today we're a team of seven based in Budapest, building tools for the people who do the same work we used to do. Scene management, render automation, AI-powered creativity. Each product exists because we hit a wall and decided to break through it instead of working around it.
 
From artists, to artists. If you're reading this, you probably care about the same things we do.
 
 
— The Founders
 
We started as 3D artists at one of the world's top visualization studios. We spent years in production, learning what works, what breaks, and what takes way too long for no good reason.
 
We kept running into problems where the existing tools just weren't good enough. So we started building our own. First with scripts, then with proper tools, then with products that other studios wanted too.
 
That's how Pulze was born. Not from a business plan, but from production floors and the constant feeling that powerful tools shouldn't be complicated to use. We take the hard stuff and make it artist-friendly. That's been our approach from day one.
 
Today we're a team of seven based in Budapest, building tools for the people who do the same work we used to do. Scene management, render automation, AI-powered creativity. Each product exists because we hit a wall and decided to break through it instead of working around it.
 
From artists, to artists. If you're reading this, you probably care about the same things we do.
 
 
The Founders
 

Meet the team

A multidisciplinary team bringing together development, design, and real-world 3D experience.

Péter Sárhidai
Péter Sárhidai
Co-Founder & CEO
Mihály Paseczki
Mihály Paseczki
Co-Founder & Head of AI
Zsolt Simon
Zsolt Simon
Co-Founder & Operations
Christoph Moser
Christoph Moser
Technical Artist
Bence Tókos
Bence Tókos
Software Engineer
Humay Hasanova
Humay Hasanova
Marketing Specialist
András Patócs
András Patócs
Key Account Manager

Collaborate with us

We’re always open to working with developers, creators, and studios who share our vision for the future of 3D.

Whether you have an idea, a project in mind, or simply want to learn more about what we do, we’d love to hear from you.