Immersive Art & Experiential Design

Light, motion, refracted.

Refract designs large-scale generative installations — rooms that respond to the people inside them. Every piece here started as a line of shader code before it became a room you can walk into.

38Installations shipped
11Cities
2.1MVisitors
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◆ Generative light installations ◆ Sound-reactive environments ◆ Touring & permanent work ◆ Custom shader pipelines ◆ Museum & gallery commissions ◆ Site-specific design ◆ Studio in Los Angeles ◆ Generative light installations ◆ Sound-reactive environments ◆ Touring & permanent work ◆ Custom shader pipelines ◆ Museum & gallery commissions ◆ Site-specific design ◆ Studio in Los Angeles
6wk Avg. build time
How We Work

The code is the material, not just the tool.

Most studios treat software as a means to an end — a way to drive a projector or trigger a sensor. We treat it as the actual medium, the way a sculptor treats bronze. The shader that drives a piece is designed alongside the room, not bolted on after the architecture is fixed.

That means every installation ships with its own custom renderer, tuned to the specific space, the specific light conditions, the specific way people are expected to move through it.

  • Custom renderer per installation
  • Full-scale prototyping before approval
  • Built to survive the whole tour
Selected Work

Installations, not just visuals.

Featured Installation

Depth of Field — permanent installation, Marseille

Four slow-sweeping light shafts move through a fogged chamber, their density built from layered noise so the beams read as physical volume, not a flat gradient. Visitors' shadows interrupt the beams in real time.

4Independent light shafts
180m²Fogged chamber
24/7Running since 2022
Featured Installation

Frequency Field — touring piece, 2024–2025

A ring of light responds to a live five-oscillator drone, each bar mapped to a frequency band. Press play to hear the piece the visualization is actually reading.

Press to hear the piece
Featured Installation

Swarm Choir — gallery commission, Seoul

One hundred and forty independent agents follow only local rules — separation, alignment, cohesion — with no central choreography. The flocking behavior in this preview is the same simulation running in the gallery.

Approach

Four things every installation shares.

01

Read the room first

Every piece is designed against the actual architecture, light, and foot traffic — never a generic loop dropped into a space.

02

Build the renderer, not just the content

Custom shader and simulation code for each installation, tuned for the hardware it will actually run on.

03

Prototype at full scale

A projector and a fog machine in our own bay before anything ships — nothing is approved from a laptop screen.

04

Design for the whole run

Touring pieces get built to survive load-in and load-out sixty times, not just opening night.

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Client Feedback

What programming teams tell us after load-in.

"They understood our ceiling height was the actual constraint, not a footnote. The piece was designed around it from day one."

Director of Programming, contemporary art museum

"Six weeks from first call to load-in, and the render was still running flawlessly eight months into the tour."

Production Manager, touring exhibition

"Most vendors show you a demo reel. Refract showed us the actual shader and explained why it would hold up on our GPUs."

Technical Director, festival installation
From the Journal

Notes on process, tooling, and what breaks in the field.

Have a space that wants a piece of light in it?

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