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Laura Hohman Email & Phone Number

Product Architect, Dungeons and Dragons at Wizards of the Coast
Location: Bothell, Washington, United States 17 work roles
1 work email found @wizards.com 4 phones found area 612 and 651 LinkedIn matched
✓ Verified August 2026 4 data sources Profile completeness 86%

Contact Signals · 1 work email · 4 phones

Work email l****@wizards.com
Direct phone (612) ***-****
LinkedIn Profile matched
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Current company
Role
Product Architect, Dungeons and Dragons
Location
Bothell, Washington, United States
Company size

Who is Laura Hohman? Overview

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Quick answer

Laura Hohman is listed as Product Architect, Dungeons and Dragons at Wizards of the Coast, a with 1640 employees, based in Bothell, Washington, United States. AeroLeads shows a work email signal at wizards.com, phone signal with area code 612, 651, and a matched LinkedIn profile for Laura Hohman.

Laura Hohman previously worked as Creative Manager - Narrative (Magic, Universes Beyond) at Wizards Of The Coast and Women of Wizards ERG co-lead at Wizards Of The Coast.

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{first}.{last}@wizards.com
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Profile bio

About Laura Hohman

Opinions and posts are my own and do not represent Wizards of the Coast.Strategic collaborator with over 14 years of various creative content experience. - 300+ episodes across 23 series of animated tv with Nickedeon, Titmouse Animation, and Dreamworks- Numerous Licensed IP TCG sets with Magic: The Gathering (announced partnerships include Marvel, Doctor Who, Fallout, Assassins Creed, Final Fantasy)- Building effective and empathetic teams- Aligning product goals and processes across horizontal teams and external partnerships- Creating new and innovative ideas to push boundaries and test limitations, while evaluating risks and rewards

Listed skills include Texture Painting, Shader Creation, Uv Mapping, Hard Surface Modeling, and 28 others.

Current workplace

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Wizards of the Coast
Wizards Of The Coast
Product Architect, Dungeons and Dragons
Kirkland, WA, US
Website
Employees
1640
AeroLeads page
17 roles

Laura Hohman work experience

A career timeline built from the work history available for this profile.

Creative Manager - Narrative (Magic, Universes Beyond)

Current

As the team continues to grow, my role is shifting.Moving forward, I am focusing on the development of the Universes Beyond's Narrative team.

Feb 2024 - Present

Women Of Wizards Erg Co-Lead

Current

Chair for internal development events and networking.Creative and drives monthly newsletter.

Jun 2023 - Present

Creative Manager - Art And Narrative (Magic, Universes Beyond)

Leading a cohesive and high-functioning group of narrative game designers and art directors by managing their workloads, developing their skills, keeping close tabs on resourcing, and encouraging a culture of inclusivity and excellence.Developing a culture of teamwork and integration between the creative team, game design, and our IP partners, as well as product design, business development, producers, and our worldbuilding team.Leading the process and execution of a large volume of Universes Beyond creative card content, including: crafting variations in processes to fit each project with our production teams and seeing around corners to help set up your team for success.Identifying the need for external subject matter experts, freelance art buyers and writing talent for various IPs.

Sep 2022 - Feb 2024

Texture Artist/ Look Dev

Current
Pt Freelance/ On The Side

On The Side

Titmouse Animation- Texture Artist on "The Legend of Vox Machina", S1-3, OngoingNickelodeon Animation Studios- Early texture exploration on "Star Trek Prodigy"Nickelodeon Animation Studios- Texture consultant on "Santiago of the Seas"Nickelodeon Animation Studios- Texture Lead on Ninja Turtles 2012 4d Ride for EuropeLook Dev artist on short "Being Good", creator Jenny Harder, ArtellaNickelodeon Animation Studios, "Lucky": Made for TV Movie- Freelance Texture workMTV Networks, "Celebrity Death Match"​ Animated Pilot- Lookdev lead, Maya, Viewport 2.0 / Realtime renderingNickelodeon Animation Studios, "Albert"​: TV Movie- Style and Surfacing development work, pre production- Freelance Surfacing work on production of film- Textures, Shaders- Photoshop, Maya, RedshiftSparkhouse Animation- Lookdev on unannouced project, texture, shader setupGreGames- Fixing textures, models, uvs for mobile game charactersNickelodeon Animation Studios, "Shimmer And Shine"​- Worked in a team of 2 creating CG pipeline and texturing/lookdev major setNickelodeon Animation Studios, "Wally Kazam"​- Updating assets from first season to transition them into season 2"Yellow Feather"​ Short- Retextured Main Creature Asset, Mari, Maya Mighty Yeti- Look Dev and Hair creation for characterGraphic Film Company- Textured a realistic asset for a rush sceneNickelodeon Animation Studios, "Unannounced Pilot"​- Look Development/Shader R&D for main character- Focused on OpenGL Viewport renderingMidnight Kids Studios Inc - Completely re-textured a purchased low res animal model for Live Action TV insert shotNickelodeon Animation Studios, "Wally Kazam"​- Fixed textures created overseas on 2 main charactersMartin Leeper, "Galactic Frontier" Pilot- Look Dev artist for 2 main characters and interior set

Jan 2013 - Present

Speaker

Current
Self

Girl Up (non-profit) - Hasbro's Innovator's of Play 2024Q&A with Eli Rice and GIrl Up around working on Magic: The GatheringBRIC summit 2024Careers in Gaming PanelistCG Basics Series with B+H Photo, cosponsored by Wacom3 part webinar seriesDemo - Texturing Krabby PattyNickelodeon Animation - Twitch Channel3d Pipeline walkthrough webinar, co-speaker with Sandi SmithNickelodeon Animation, Rise Up AnimationCG 101: Where to Start WebinarWacom - Artist HighlightHow We Make 3D Cartoons, co-speaker with Patrick Krebs and Robert CastanedaNickelodeon AnimationThe Women of Nick Animation, co-speaker with a BUNCH of incredible other womenNickelodeon Animation

Oct 2020 - Present

Cg Supervisor, Monster High Series

- Responsible for executing on the creative vision of series with the Executive Producers and Supervising Directors/Supervising Producers by having an oversight of the entire production - Ensuring the flow of communication, and the establishment of an effective workflow pipeline both at Nickelodeon and vendor studio(s) so that the production is delivered on time and on budget.- Direct supervision of all aspects of vfx/cg for series, from asset to final deliverables- Consults on entire production process from premise, through boards and designs, to ensure quality and producability of assets and animation

Mar 2021 - Jun 2022

Extras

Pitched and drafted the "CG Generalist Track" for the Nickelodeon Artist Program (6 month paid apprenticeship program). Worked alongside the internal team to create programing, goals, and checkpoints for the program. https://www.nickanimation.com/programs/artists-program/Wrote programming and outline for Nickelodeon's 6 month CG Highschool mentorship program. Three schools participated, paired with working CG mentors within the studio, to create group projects.Represented Nickelodeon Animation in BRIC's AME Animation, VFX, & Gaming Workforce/Apprenticeship Advisory Group.Successfully lobbied for more CG representation in Nickelodeon outreach, events, programming, and internal learning and development. Directly pitched, planned, and at times participated in, content to raise awareness and excitement for everything being done at the studio in the realm of CG. This included: brainstorming and cowriting SIGGRAPH panel applications, outlining the creation of internal onboarding playlists for easier CG artist training, project managing the development of a web based forum for internal troubleshooting.

Jan 2018 - Jun 2022

Cg Supervisor, Rugrats Series (Season 1)

Greater Los Angeles Area

- Oversees all aspects of pre-production, overseas production and postproduction on the Project- Attends creative production meetings to contribute ideas to ensure that the vision and quality of the Project is/are being met within the parameters of the show's network-approved schedule and budget - Oversees and managing the established computer generated ("CG") production pipeline for the Project- Communicating and supervising the asset leads/supervisors, as well as artists- Oversees layout, primary and secondary animation for the Project; - Oversees lighting compositing and special effects pipelines; - Staying up to date on the latest production technologies, vetting their integration into pipeline- CG production design and CG artistic staffing- Reviews storyboard(s) and animatics at all stages and providing notes as it pertains to the CG pipeline - Communicates regularly with overseas studio(s) regarding the status of work- Oversees that overseas studio(s) consistently adhere to Company's desired CG quality and CG style standards - Recruiting, training, and mentoring asset leads and artists

Dec 2019 - Jun 2021

Lead Look Development Artist On "Wonder Park" (Tv Series) And "Rugrats" Cg Series

Burbank

LookDev Head of CG team at Nick- Leading 4 Texture/Groom artists and international support team on upcoming CG TV Series "WonderPark" (based on the Paramount Animation feature film "Wonder Park")- Establishing look and shading/Groom pipeline for upcoming "Rugrats" reboot- Working closely with Design team and Art Director to make the best looking things possibleIn charge of touching every asset on the series Setting pipeline for new Groom workflow using XgenTroubleshooting the joys of CGTraining of Artists in new tools, software, and proceduresCreating new pipeline for Substance Designer and Painter integrationManage and review an overseas supplemental teamCreate documentationTravel to overseas supplemental studio per needR&D of new series

Jan 2018 - Dec 2019

Tv Hub Surfacer Point "Dinotrux"

Glendale, Ca

HUB Texture artist for Netflix content, Point person on "DinoTrux" - Other shows include "Spirit, All Hail King Julien, Puss In Boots, Voltron, Boss Baby, Captain Underpants, Kungfu Panda: The Paws of Destiny, and Fast and Furious series"- Reviews, Noting, Approvals on overseas assetsAssists in testing of new software and techniquesPart of development team who creates assets for new series to set style, tone, and pipeline.

Apr 2016 - Jan 2018

Texture Artist On "Teenage Mutant Ninja Turtles" (2012)

Burbank, Ca

Painting texture maps for characters, sets, and props; Mental Ray Shader Work; Assisting Texture Supervisor in reviewing uvs and with checking overseas assetsMaya, Mental Ray, Mudbox, BodyPaint, Photoshop

Jun 2011 - May 2017

Volunteer

Greater Los Angeles Area

Vice Chair from June 2012 - June 2013As the Vice Chair, I instigated the planning of the program content and venues for all regular meetings and assumed the duties of the Chair at the Chair's request, absence, or incapacity. The Vice-Chair is also responsible for insuring that business is conducted in accordance with the Chapter's bylaws.

May 2011 - Jan 2014

Shader Artist On "La Noria"

Nightwheel Productions

Remotely

Multi-award winning Short!Volunteer on a Collaborative ProjectThis is a personal short project by Carlos Baena, well known Pixar animator and Animation Mentor Cofounder. I am responsible for unwrapping various props and sets as well as creating their maps and look development. I work off of the given concept art and with the CG Supervisor and Director to create the desired style. This is a small talented team that I'm proud to be a part of.http://www.carlosbaena.com/2013/02/la-noria-animated-shortfilm/https://twitter.com/LaNoriaFilmMaya, Photoshop, Mari, Arnold

Feb 2012 - Aug 2012

Intern

When not acting as a runner to studios, I shadowed and learned from some of the best artists in the visual effects industry. I also participated in setting up and running some events for clients and studio employees.

May 2011 - Jun 2011

Post-Production Intern

Fischer Edit

I helped with the creation of 2d assets for backgrounds in Photoshop, as well as creating template compositions in After Effects for the "Nice Ride" Program in Minneapolis, MN.I also collaborated in creating the opening logo graphic for an online webseries called "The Perennial Plate", where I worked in After Effects, as well as C4D.

Sep 2010 - Jan 2011

Office Manager

Oops Animation Inc.

Office Management, Contributing to Projects, Client Interaction, Calendar and Scheduling

Sep 2008 - May 2009
Team & coworkers

Colleagues at Wizards of the Coast

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FAQ

Frequently asked questions about Laura Hohman

Quick answers generated from the profile data available on this page.

What company does Laura Hohman work for?

Laura Hohman works for Wizards of the Coast.

What is Laura Hohman's role at Wizards of the Coast?

Laura Hohman is listed as Product Architect, Dungeons and Dragons at Wizards of the Coast.

What is Laura Hohman's email address?

AeroLeads has found 1 work email signal at @wizards.com for Laura Hohman at Wizards of the Coast.

What is Laura Hohman's phone number?

AeroLeads has found 4 phone signal(s) with area code 612, 651 for Laura Hohman at Wizards of the Coast.

Where is Laura Hohman based?

Laura Hohman is based in Bothell, Washington, United States while working with Wizards of the Coast.

What companies has Laura Hohman worked for?

Laura Hohman has worked for Wizards Of The Coast, Pt Freelance/ On The Side, Self, Nickelodeon Animation, and Dreamworks Animation.

Who are Laura Hohman's colleagues at Wizards of the Coast?

Laura Hohman's colleagues at Wizards of the Coast include Faith Allen, Christina Kraus, Maia Dupuis, Sameer Joseph, and Brian C Williams.

How can I contact Laura Hohman?

You can use AeroLeads to view verified contact signals for Laura Hohman at Wizards of the Coast, including work email, phone, and LinkedIn data when available.

What skills is Laura Hohman known for?

Laura Hohman is listed with skills including Texture Painting, Shader Creation, Uv Mapping, Hard Surface Modeling, Look Development, Digital Sculpting, Maya, and Mari.

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