Studio Art Director
CurrentSupporting all things ART and visuals across Skydance Interactive’s projects and teams, from processes and pipelines to creative culture, pitches and bids and beyond! Always shooting for the moon and raising the bar!
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@comcast.net
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2 phones found area 415
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Alex Laurant is listed as Studio Art Director - VR Games - SKYDANCE INTERACTIVE (ex-ILM / EA / Ark2 / Hololens / Meta / HBO / LucasArts) at Skydance Interactive, based in Kirkland, Washington, United States. AeroLeads shows a work email signal at comcast.net, phone signal with area code 415, and a matched LinkedIn profile for Alex Laurant.
Alex Laurant previously worked as Studio Art Director at Skydance Interactive and Sr. Art Director - Publishing - VR Games at Skydance Interactive. Alex Laurant holds Ba, Graphic Design, Drawing, Printmaking, Painting, Illustration from California College Of The Arts.
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AeroLeads found 2 current-domain work email signals for Alex Laurant. Compare company email patterns before reaching out.
Creative Director, Art director, visual / concept designer and multidisciplinary chameleon - across a spectrum of screen-based and immersive media and platforms. Bringing more than two decades of artistic and creative leadership, visual design & illustration to MR/VR/AR experiences, video games, feature films, commercials, theater & print. CAREER HIGHLIGHTS: • Mixed/Virtual Reality: Meta - Avatar futurism, Microsoft - HoloLens incubation and product dev • Immersive/XR Narrative Experience Innovation - HBO Interactive studio • Videogames: EA, Sony, LucasArts - Harry Potter & the Goblet of Fire, Crysis, Escape Plan • Film VFX: ILM, Warner Bros, Reliance - Minority Report, The Mummy, The Day After Tomorrow Website: https://www.alexlaurant.net/Contact: lxl1@comcast.net
Listed skills include Storyboarding, Visual Effects, Art Direction, Animation, and 45 others.
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A career timeline built from the work history available for this profile.
Supporting all things ART and visuals across Skydance Interactive’s projects and teams, from processes and pipelines to creative culture, pitches and bids and beyond! Always shooting for the moon and raising the bar!
Menlo Park, Ca, Us
I served as Creative and Art Director on the Gemini research team within Reality Labs Research, exploring the emergent technology and expressive, artistic potential of avatars in the Metaverse of the near to mid-future.
Redmond, Washington, Us
I led the Art and visual content team through preproduction and into production for ARK 2, the ambitious sequel to the company’s hugely successful dinosaur survival game franchise. I defined the new game's aesthetic and quality bar, directing major visual improvements over the beloved (but visually outdated) original.https://store.steampowered.com/app/346110/ARK_Survival_Evolved/https://youtu.be/587ZD-y4LQE
New York, Ny, Us
I led the visual side of the interactive/immersive team at HBO’s Digital Products group, with the mission to redefine the modern entertainment experience. We collaborated with award winning creators to explore new avenues of interactive media, through multiple platforms, devices, and storytelling paradigms – from the evolutionary to the experimental.• Directed and contributed to art and visual design for our internal R&D team’s projects.• Managed and directed art efforts for our Publishing team, partnering with external development studios on shipping products (e.g. games & other interactive narrative experiences)• Supported internal company promotion & evangelism, authored industry research presentations, and lead the recruiting/hiring push to build up our internal Art capabilities.
Art and Creative direction, concept design, illustration, visual development, production design at the intersections of the tech, entertainment and emerging media industries: XR, games, film, animation, VFX, TV, advertising, LBE and theater.
Redmond, Washington, Us
WindowsNEXT: MICROSOFT PHOTOS & VIDEO APPPrincipal Art Director for the team refreshing the Photos app for PC, including adding a new video editor and 3D special effects tools while also refining and updating the entire app's UI and UX. Evolved the product's brand through a new illustration/animation style.
Redmond, Washington, Us
HOLOLENS DEVELOPMENT & Showcase Experiences Studio:Directed all art, visual design, VFX and art asset production for the team’s HoloLens immersive experience prototypes, demos and shipped products, partnering closely across creative and technical disciplines, while contributing to experience, UX/UI and narrative design. Served as a key creative, visual designer, production designer and VFX supervisor on products, prototypes, envisioning and marketing videos and demos. Designed and drove the visual branding for the studio and its products.
San Francisco, Ca, Us
SQUISHBOT - Kinect gameHelped shape the visual style and led visual development of key environments, props and animation for this (ultimately unreleased) game for the KINECT platform.
Santa Monica, Ca, Us
Theatrical logo bumper Designed and art directed a 17-second theatrical logo ident for the new production & distribution studio, produced by Marjolaine Tremblay, with VFX created by RodeoFX in Montreal (score composed by James Newton Howard).
Tokyo, Jp
ESCAPE PLAN (for Sony Playstation VITA))Created concept designs and illustrations for numerous environments, game mechanics, gags and narrative moments for Seattle developer Fun Bits Interactive, for their 2011 VITA platformer created for the VITA handheld device.
Mumbai, Maharashtra, In
THE CONSPIRATOR (feature - directed by Robert Redford)Designed and Art Directed all aspects of VFX design and execution; including pitch-packages and bids, designing shots, color concept artwork and previsualization, final matte paintings and effects assets.
GREEN LANTERNConcept illustrator in the Warner Bros production dept, contributing a wide range of visual concepts for key environments, ships, characters and sequences for the Green Lantern feature.
San Francisco, Ca, Us
INTERNAL STORY & GAME INCUBATION STUDIO Helped build and lead a secret incubation team charged by George Lucas to conceive his next original franchise, to be launched as a console game. For 2+ years built and directed a team of 25+ 2D and 3D artists, TV writers and game designers developing and pitching dozens of game/story concepts.Supervised blue-sky brainstorm sessions, researched and developed style explorations, wrote pitch-briefs, authored visual design guidelines for the team, documented processes to support our engineers, designers and producers. Year 2 was spent developing the selected concept, but the project was shelved with the 2008 recession.
Redwood City, Ca, Us
HARRY POTTER & THE GOBLET OF FIRE (PS2 GAME) Directed a style overhaul for the 4th game in EA’s successful Potter franchise, raising the visual quality bar for this more mature-themed release. Defined the style, lighting, characters and worlds and UI, amplifying the cinematic language and developing new creatures and environments while remaining true to the spirit of both J.K. Rowling‘s fiction and the films’ visual aesthetic.Served as Central Studio Art Director for several games and initiatives, consulting Art Director/Concept Artist for Crytek’s widely acclaimed PC game Crysis; supported 'EA European Partners' external publishing group, directed animation studios in India, and lead a new I.P. incubation initiative.
San Francisco, Ca, Us
Responsible for design and art direction of film and commercial visual effects at all stages of production, working in close collaboration with directors, production designers, CG and VFX supervisors and large production teams. Created numerous artwork pitch packages, developed concepts with studios/directors/production designers, designed digital and practical sets, storyboards, final concept artwork, and 2D / 3D pre-visualization.Managed art teams, supervised miniature and stage sets and character maquettes, art directed creation of digital characters, environments, matte paintings, miniatures and final shot compositing.ILM Filmography:2004 THE DAY AFTER TOMORROW 2003 PETER PAN2002 MINORITY REPORT2002 STAR WARS EPISODE 2 ATTACK OF THE CLONES2001 THE MUMMY RETURNS2000 MISSION TO MARS1999 THE MUMMY1999 THE BFG1998 FRANKENSTEIN (bid) 1997 SAVING PRIVATE RYAN 1997 CONTACT 1997 DEEP IMPACT1996 RETURN OF THE JEDI, Special Edition1996 EMPIRE STRIKES BACK, Special Edition
Acting Art Director for the Mac & PC game OBSIDIAN.
Interactive Multimedia design and production:Educational interactive products for science museums, such as The Exploratorium in SF.Corporate clients included Lifecan/Johnson & Johnson.Developed educational adventure game prototype for Broderbund Software.Won Multimedia award for Childrens' "Mother Goose" educational software title published by Mattel Media
Corporate and promotional graphic design, advertising and editorial illustration for magazines, newspapers, books and posters.
Quick answers generated from the profile data available on this page.
Alex Laurant works for Skydance Interactive.
Alex Laurant is listed as Studio Art Director - VR Games - SKYDANCE INTERACTIVE (ex-ILM / EA / Ark2 / Hololens / Meta / HBO / LucasArts) at Skydance Interactive.
AeroLeads has found 2 work email signals at @comcast.net for Alex Laurant at Skydance Interactive.
AeroLeads has found 2 phone signal(s) with area code 415 for Alex Laurant at Skydance Interactive.
Alex Laurant is based in Kirkland, Washington, United States while working with Skydance Interactive.
Alex Laurant has worked for Skydance Interactive, Meta, Studio Wildcard, Hbo, and Studio Lxl.
You can use AeroLeads to view verified contact signals for Alex Laurant at Skydance Interactive, including work email, phone, and LinkedIn data when available.
Alex Laurant holds Ba, Graphic Design, Drawing, Printmaking, Painting, Illustration from California College Of The Arts.
Alex Laurant is listed with skills including Storyboarding, Visual Effects, Art Direction, Animation, Creative Direction, Concept Design, Video Games, and Film.
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