Work · Case studies & credits

The work.

Case Study / 01

Sony Interactive Entertainment  ·  May 2026

Real hair in, game-ready strands out.

Sony's May 2026 Corporate Strategy Earnings Presentation slide: AI hair animation tool — INPUT (video of real hair) progressing through AI processing stages to OUTPUT (strand-based 3D model). Featured alongside Aloy from Horizon.
Source: Sony Group Corporation · Corporate Strategy Earnings Presentation · May 12, 2026

Hair is some of the most expensive specialist work in character art. Every groom is built strand by strand by hand, every character needs one, and every style starts from a blank scene.

This pipeline replaces the blank scene. Point a camera at real hair, and the system produces a strand-based 3D model with hundreds of strand variations — a working groom that artists refine instead of rebuild. I architected the tool at Sony Interactive Entertainment, where it is patented, and it is moving into production across PlayStation Studios.

Sony presented it publicly at the May 2026 Corporate Strategy briefing in Tokyo. The slide above is from that presentation.

External coverage

Sony Doubles Down on AI in PlayStation Studios

Wccftech  ·  Alessio Palumbo  ·  May 12, 2026

Selected Work

Twenty years, multiple titles released.

A curated trace, not a CV. For the full arc, see the bio; for the hands-on craft years, visit the technical direction archive.

01

AI Hair System — image 1 of 2AI Hair System — image 2 of 201 / 02

Sony Interactive Entertainment  ·  2025–2026

AI Hair System

Architect & technical lead · patented

Built and patented the AI pipeline that turns video of real hair into a strand-based 3D model — a working groom artists refine instead of rebuild. The full story is in the case study.

Case study

02

The Last of Us Part II — image 1 of 4The Last of Us Part II — image 2 of 4The Last of Us Part II — image 3 of 4The Last of Us Part II — image 4 of 401 / 04

Naughty Dog  ·  2017–2020

The Last of Us Part II

Character Shading Technical Director

Real-time shaders for skin, fabric, hair, eyes, leather, metal, blood, and grime on one of the most acclaimed character pipelines in games. C++, PSSL, Python, Mari, Substance Painter.

03

Scoob! Reel FX — image 1 of 5Scoob! Reel FX — image 2 of 5Scoob! Reel FX — image 3 of 5Scoob! Reel FX — image 4 of 5Scoob! Reel FX — image 5 of 501 / 05

Reel FX · Warner Bros.  ·  2016–2017

Scoob! Reel FX

Senior Look Development

Material systems, shader networks, and artist-facing material workflows for the animated feature — including Muttley and Captain Caveman, and the material templates the texture team built on.

04

Captain America: Civil War — image 1 of 1

Double Negative · Marvel  ·  2015–2016

Captain America: Civil War

Lighting TD & Look Development

Lookdev and lighting for characters, vehicles, and environments on Marvel's largest VFX undertaking of the decade. Maya, Clarisse, Mari.

05

Wonder Park — image 1 of 1

Ilion Animation Studios · Paramount  ·  2014–2015

Wonder Park

Senior Shading & Look Development

Shading, materials, and look development for sets and props on Paramount Animation's feature — Arnold shader networks, lookdev turntables, and production quality standards at Spain's biggest animation studio.

06

Skyfall & 47 Ronin — image 1 of 2Skyfall & 47 Ronin — image 2 of 201 / 02

Framestore CFC · London  ·  2011–2012

Skyfall & 47 Ronin

Shading & Lighting Technical Director

Shading and surfacing for characters, creatures, and digital doubles — including Javier Bardem's facial replacement work in Skyfall, and the Tengu Lord, Tengu Monks, Spider and Wolf in 47 Ronin.

07

Avatar & The Lovely Bones — image 1 of 2Avatar & The Lovely Bones — image 2 of 201 / 02

Weta Digital · Wellington  ·  2009

Avatar & The Lovely Bones

Shading & Lighting Technical Director

Shading, materials, and look development on James Cameron's Avatar and Peter Jackson's The Lovely Bones. Maya, RenderMan, Mari, Apple Shake.

08

Deadlight & Tequila Works — image 1 of 1

Co-founder · Microsoft  ·  2009–2011

Deadlight & Tequila Works

Co-founder, 3D Generalist, Line Producer

Co-founded a studio in Madrid, pitched Deadlight to Microsoft, defined the pipeline and infrastructure, assembled the core team. The first lesson in building tools and teams that ship.

09

Castlevania: Lords of Shadow — image 1 of 1

Mercurysteam · Konami  ·  2006–2009

Castlevania: Lords of Shadow

Producer & Shading Technical Director

Pre-production and early development of the Xbox 360 reboot — production planning on one side of the desk, shading and look development on the other. The first time both halves of my career worked the same project.

10

COPS & Commandos: Strike Force — image 1 of 1

Pyro Studios · Eidos  ·  2004–2006

COPS & Commandos: Strike Force

3D Generalist

First credits: textures and 3D assets on Commandos: Strike Force for PS2, and an ambitious cancelled title called COPS — an early lesson that most of what a studio builds never ships, and the craft counts anyway.

References

In their words.

From the people who managed, supervised, and shipped alongside me. Verbatim, from LinkedIn.

01

Lauren is the rare combination of someone who not only has the visual acumen to create great imagery, but also the technical and intellectual expertise to be able to write the underlying shader code used to create said great imagery. […] He understands how artists work, and thus is able to write shaders that are artist-friendly.

Alan Chan

Senior Look Dev Artist, Blizzard Entertainment

Managed Lauren directly at Reel FX

02

An all-round look development artist with incredibly strong technical skills. […] As a CG Supervisor, any time I had look development technical concerns or questions, Lauren was always one of the key persons that I liked to consult.

Edu Martin

Realtime Supervisor

CG supervision, Ilion Animation Studios · Wonder Park

03

I enjoyed working with Lauren both at Naughty Dog and The Initiative. He is very friendly, open-minded, dedicated in his profession and has his heart at the right place.

Hawar Doghramachi

Senior Staff Graphics Programmer, Sony San Diego

Worked with Lauren at Naughty Dog & The Initiative