▶2019 – 2025Supernatural
A VR fitness platform taken from early concept to a flagship Quest title, and through acquisition by Meta. Joined as an early design hire, left as the lead running technical art.
Tech Art | Creative Direction | Experiential | 3DGeneralist | Design & Development
▶2019 – 2025A VR fitness platform taken from early concept to a flagship Quest title, and through acquisition by Meta. Joined as an early design hire, left as the lead running technical art.
2017 – 2019Early-stage XR startup. Built the artist pipeline from nothing: the toolsets, conventions and look that the product shipped on across headsets and mobile.
2026 – presentMultidisciplinary indie studio co-founded with a longtime collaborator. Games, creative technology work-for-hire, and self-published art and music.
2014Large format content for permanent install, events and live shows. Built for passive playback as well as interactive / reactive performance.
2016PepsiCo's brand expression at Oculus in NYC. 19 gigantic digital screens, 14 unique brands, 350,000 daily commuters. I was a contract animator at Imaginary Forces working on character animation, particle simulation, materials and rendering.
▶2026 – in developmentSci-fi action rogue-lite in development, with a long-term strategy layer wrapped in a cryptic narrative. Concept art through in-engine environment.
2026 - In DevelopmentIdle Mile is a chill lofi incremental game that spans thousands of miles of unique biomes. Relax and take it all in. Collect salvage, upgrade your vehicle, listen to an all original library of music, and keep your eyes on the road...
2012Permanent interactive gallery at the Adler Planetarium. Projection-mapped walls and sensor-driven interactives in Unity. Touch screen applications driven by AS3 multi-display flash apps deployed thru Air.
2013While at M1 Interactive, we built large-format projection mapped content for the Wizards of the Coast trade floor presence at PAX - a curved wall driven by a kinect that let users walk up and throw fireballs across a 30ft span in a literally explosive skill based interactive.
2015Immersive dining experience with a wraparound projected environment scored to the courses.
2026Various product , brand and design exploration for mobile, web, and print
Max Glascott is a technical art lead, creative director, and generalist based in Los Angeles. Over twenty years he has shipped VR platforms at Meta and Within, launched an XR startup's art pipeline, worked as staff and contract animator in studio environments, and developed installations for museums, trade floors and live performance. He now co-runs VERMILION, a multidisciplinary studio making games, tools and client work.