Lauren Cason

Co-Founder/ Creative Director at Refract Studio
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Contact Information
us****@****om
(386) 825-5501
Location
Santa Fe, New Mexico, United States, MX

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Angel Benedetti

Lauren is a brilliant maker and leader in the AR VR MR world. We worked together at Meow Wolf on The Garage and immersive storytelling projects for future exhibits. She's skilled in the top, in-demand design programs and quick to dive into new ones. From ideating new concepts to leading teams and projects to making unique creative content, she’s very talented and I would love to work with her again!

Sarah Brin

Lauren is a bright star in the AR/VR/XR landscape. Her artistic talent and industry experience make her beyond valuable to any creative team. She is passionate about innovative and sustainable practices in the field, and she possesses unique foresight of industry trends. She has expertise working with web, mobile, and headset platforms and is trained up on all the most groundbreaking creative tool sets!

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Experience

    • Design Services
    • 1 - 100 Employee
    • Co-Founder/ Creative Director
      • Jun 2021 - Present

      Refract is a creative studio that works at the intersection of research, technology, and art. Clients include Snap Inc., Google, and Meow Wolf Refract is a creative studio that works at the intersection of research, technology, and art. Clients include Snap Inc., Google, and Meow Wolf

    • United States
    • Entertainment Providers
    • 500 - 600 Employee
    • Creative Director, XR
      • May 2019 - Jul 2021

      At Meow Wolf, I creative directed a site-specific immersive play designed for Magic Leap headsets. The piece brought together 11 actors, 5 different XR experiences, set-building, and custom built interfaces. This play, "The Garage", was chosen as one of the top XR experiences of 2019 by Forbes. I spearheaded Meow Wolfs social AR initatives, explored emerging technologies during the pandemic to make exhibits safer for re-opening, worked on in exhibit HMD experiences, helped define emerging technology strategies for future Meow Wolf exhibits, lead prototyping teams, and assisted in securing and pitching partnerships. Show less

    • Higher Education
    • 700 & Above Employee
    • Guest Instructor
      • May 2021 - Jun 2021

      Created and taught the module on Social AR for NYU Tandons Professional Certificate in UX & Emerging Interaction Design program, presented by Emeritus. Topics included an overview of the social AR landscape, creation tools available, the ethics of social AR, and creating an image tracker based museum AR experience using Spark AR. Created and taught the module on Social AR for NYU Tandons Professional Certificate in UX & Emerging Interaction Design program, presented by Emeritus. Topics included an overview of the social AR landscape, creation tools available, the ethics of social AR, and creating an image tracker based museum AR experience using Spark AR.

    • United States
    • Computers and Electronics Manufacturing
    • 700 & Above Employee
    • Prototyper
      • Aug 2018 - May 2019

      Yeaaaah I can't talk about that. Dang, it was really cool though! Yeaaaah I can't talk about that. Dang, it was really cool though!

  • Us Two games
    • London, United Kingdom
    • Senior Artist
      • Sep 2016 - Aug 2018

      I was responsible for taking grey box levels to in-game-ready art, including creating concept art, mood boards, color keys, and 3D assets, as well as working on lighting & particle systems in engine. After MV2 I was a part of ideating, pitching, and prototyping new games, as well as speaking on behalf of UsTwo at conferences in San Francisco, Zurich, Madrid, Beijing, and London. I was responsible for taking grey box levels to in-game-ready art, including creating concept art, mood boards, color keys, and 3D assets, as well as working on lighting & particle systems in engine. After MV2 I was a part of ideating, pitching, and prototyping new games, as well as speaking on behalf of UsTwo at conferences in San Francisco, Zurich, Madrid, Beijing, and London.

  • Dim Bulb Games
    • San Francisco, CA
    • Contract Senior 3D Pre-Production Artist
      • Mar 2016 - Sep 2016

      When I came on, Dim Bulb needed to overhaul and streamline their 3D pipeline. I helped them redefine the 3D art style, organize their asset workflow, and set up production for outsourcing. I worked with technical artist Jonathan Topf to come up with shader solutions to translate Kellan Jetts’ unique paintings into a fully-explorable world. When I came on, Dim Bulb needed to overhaul and streamline their 3D pipeline. I helped them redefine the 3D art style, organize their asset workflow, and set up production for outsourcing. I worked with technical artist Jonathan Topf to come up with shader solutions to translate Kellan Jetts’ unique paintings into a fully-explorable world.

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Senior 3D Artist
      • Sep 2014 - Aug 2016

      As Senior 3D artist for Luna, I built environment assets and levels in their entirety, creating the character models, lighting, particles, and VFX. Finding ways to translate Art Director Glenn Hernandez’s unique art style into a VR world was one of the most interesting visual problems I’ve worked on in my career. As Senior 3D artist for Luna, I built environment assets and levels in their entirety, creating the character models, lighting, particles, and VFX. Finding ways to translate Art Director Glenn Hernandez’s unique art style into a VR world was one of the most interesting visual problems I’ve worked on in my career.

  • Proletariat, Inc.
    • Cambridge,MA
    • Artist
      • Jul 2013 - Sep 2014

      Artist on the game World Zombination. Work on concepts, low poly and high poly modeling, texturing, and integration for both environments and characters. Artist on the game World Zombination. Work on concepts, low poly and high poly modeling, texturing, and integration for both environments and characters.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Contract Concept/3D artist
      • Dec 2012 - Jul 2013

      Worked on "Fantasia: Music Evolved". Responsible for creating both character and environment production and pre-production concepts. Created character models, working on low poly, high poly, texturing, and engine integration. Worked on gray boxing for levels and layout, and creating base geometry for levels. Worked on "Fantasia: Music Evolved". Responsible for creating both character and environment production and pre-production concepts. Created character models, working on low poly, high poly, texturing, and engine integration. Worked on gray boxing for levels and layout, and creating base geometry for levels.

    • United States
    • Computer Games
    • 700 & Above Employee
    • Contract Concept/3D Artist
      • Jun 2012 - Oct 2012

      Responsible for creating the concepts, turnarounds, low poly models, and textures for the characters of a mobile social game.Worked on environment concepts for the Farmville 2 IP. Assisted engineers and designers in the creation of game pitches with 1-2 week turnarounds. Responsible for creating the concepts, turnarounds, low poly models, and textures for the characters of a mobile social game.Worked on environment concepts for the Farmville 2 IP. Assisted engineers and designers in the creation of game pitches with 1-2 week turnarounds.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Contract Character Artist
      • Jun 2011 - May 2012

      Sculpted, textured, retopologized and engine integrated weapons for the MMORPG Project Copernicus. Sculpted, textured, retopologized and engine integrated weapons for the MMORPG Project Copernicus.

    • United States
    • Non-profit Organizations
    • 1 - 100 Employee
    • Teacher
      • May 2011 - Apr 2012

      Helped develop the curriculum for AS220ʼs video game program at the Downtown Youth Studio. Taught game design to young women at the Rhode Island Training School and students at the UCAP charter school. They learned the basics of concept art and sculpting using Sculptris, and worked together as a team to "pitch" a video game at the end of each session. Helped develop the curriculum for AS220ʼs video game program at the Downtown Youth Studio. Taught game design to young women at the Rhode Island Training School and students at the UCAP charter school. They learned the basics of concept art and sculpting using Sculptris, and worked together as a team to "pitch" a video game at the end of each session.

  • The MIT Game Lab
    • Greater Boston Area
    • Artist, Intern
      • Jan 2011 - May 2011

      Worked on a small team to develop a 3D game designed to showcase a new soft-body physics engine. Responsibilities included concept art and sketches, level design, modeling, texturing, and engine integration. Worked on a small team to develop a 3D game designed to showcase a new soft-body physics engine. Responsibilities included concept art and sketches, level design, modeling, texturing, and engine integration.

Education

  • Rhode Island School of Design
    BFA, Illustration
    2008 - 2012

Community

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