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From MassArt to Netflix: A Q&A with Alumnus Dave Schlafman

Dave Schlafman ‘04 BFA
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From founding the award-winning CloudKid Studios to creating content for networks like Nickelodeon, Cartoon Network, and PBS Kids, MassArt Alumnus and Innovation Advisory Council member Dave Schlafman, BFA ‘04, has done it all in the game design world. Now the Director of Design for Games at Netflix, he leads a team of designers shaping the future of interactive entertainment.

We recently welcomed Dave back to campus to talk with Animation and Studio for Interrelated Media (SIM) students about his career path. Here’s what he had to say about his MassArt experience and the lessons he’s learned in the design industry.

How did the MassArt community influence you while you were a student and now as an alumnus?

After a year at UMass Amherst, transferring to MassArt was earth-shattering. Instead of writing papers, we were expected to create something out of nothing. There were so many talented people doing amazing work that I just wanted to be around it, be part of it. 

I dove into my assignments, but I also started working on projects outside of class with friends and peers. A lot of those side projects became the backbone of my portfolio—and honestly, my creative approach. I was expected to create something out of nothing, and it felt like real life alchemy.

I was constantly collaborating—sometimes within SIM, sometimes with students in other majors. I’d get inspired by a sculptor or a graphic designer and think, “Let’s make something.” If I needed a skill I didn’t have, I’d just go find someone who did. That mindset—start with an idea, find the right medium, and make it happen—has shaped everything I’ve done since.

To this day, that impulse is still with me. I’ve stayed in touch with so many friends and peers from MassArt, and some of them are still my most trusted creative collaborators. It was more than an education—it was a community that shaped how I think, work, and create.

Tell us about your experience in the SIM program.

SIM felt like a community of artists all working in wildly different ways, but with a shared sense of curiosity and possibility. The program and faculty gave me the space—and encouragement—to explore ideas first, without being confined to a specific medium or discipline. That was huge for me.

Because of that freedom, I leaned into the multimedia nature of the program. I worked on projects that wouldn’t have fit cleanly into any other department like interactive paintings, experimental animations, and weird subversive branding projects. SIM supported and encouraged that kind of cross-pollination. 

But SIM wasn’t just about making art. It also taught me how to produce and collaborate. I learned how to organize shows—from building a lineup to putting up flyers and collaborating with peers on all aspects. That mindset—start with an idea, find the right medium, make it happen—has shaped everything I’ve done since. It prepared me to work in a world where content and context are constantly shifting, and where wearing many hats isn’t the exception, it’s the norm.

Did you have any internships during your time at MassArt or see yourself doing design work as your career?

Funny enough, my first internship was at Putnam Investments in their multimedia department back in 2001. I had to wear a shirt and tie every day, and I swore then and there I’d never work in corporate America again. In a way, that experience lit a fire under me—I became even more determined to work in children’s media and carve out my own creative path.

So while I didn’t land in my current field through a traditional internship pipeline, that early experience was actually valuable. Sometimes internships teach you what you don’t want to do—and that clarity can be just as important.

Now, years later, I’m at Netflix—a very different kind of company than Putnam—but in some ways, it feels like I’ve come full circle. The tie is long gone, but the drive to create meaningful, impactful work is stronger than ever.

What has your career journey looked like thus far?

It’s been anything but linear—and that’s something I’ve come to embrace. I started as an animation director, then became a creative director at a children’s media studio where we made everything from animated series to games. From there, I made the leap to robotics, leading design at a social robotics company—something I never could’ve predicted. Then I joined Netflix to work on interactive storytelling, and eventually that path led me to where I am now: Director of Design for Netflix Games.

Each step has built on the last, even if it didn’t always feel that way at the time. I’ve followed my curiosity, leaned into new mediums, and stayed open to reinvention. And in hindsight, all of those pivots—animation, games, robotics, interactive content—have shaped how I lead today. It’s been a constant evolution.

How has your definition of success evolved since you left, especially working in a creative field?

Early in my career, success meant getting gigs and getting noticed, landing exciting projects, winning awards, and building a portfolio that turned heads. And that was important at the time—it gave me momentum and helped open doors.

But over the years, my definition of success has shifted. These days, I’m more focused on the impact I’m having. At Netflix, that means thinking about the value I bring to the team, the work we’re doing together, and how it’s experienced by our members. It’s less about my individual achievements and more about what we’re building and why it matters.

When it comes to my own creative projects, just finishing something feels like success—especially with everything going on in my day job. Seeing a personal idea through to completion, even on a small scale, is its own kind of win. That balance between the personal and the professional, and the ability to keep making things that feel meaningful—that’s what drives me now.

How did you get into gaming, and find this role at Netflix?

Before Netflix, I ran a studio where we produced close to 100 games over the course of seven years—so games were always a big part of my creative world, even though I didn’t start out in that space.

I joined Netflix in 2017 to lead our interactive storytelling initiative. That work sat at the intersection of story, design, and technology—which, in many ways, is what games are all about. When the interactive team wound down in 2023, I was asked to step into a new role leading the Games design team. Given my background and the time I’d already spent navigating Netflix’s ecosystem, it felt like a natural next chapter—and I jumped at the opportunity.

What advice would you give to students today who are hoping to carve out their own space in a creative career?

There are five things I think anyone working in a creative field needs to live by:

  • Embrace new technologies. They’re always changing.
  • Never stop learning. Your growth starts after graduation.
  • Put in the work. Consistency beats talent.
  • Collaborate. Some of your best ideas will come from others.
  • Be true to yourself. Your unique point of view is your superpower.
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Having a Multi-Faceted Design Career: From MassArt to MTV to Disney

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Gennifer Leong Alvarado (BFA ‘99) didn’t know what to expect when she moved to Boston to attend MassArt, but she remembers her first day as a transfer student quite clearly. Everyone was sitting in a circle making their introductions and then one person proceeded to get up and do an entire spoken word piece on their name. At that moment, she knew she had found an incredibly unique community of talented creatives.

As a Studio for Interrelated Media (SIM) student, Leong Alvarado took a variety of multimedia classes, exposing her to everything from sound to video to installation. She got involved with student groups and produced events across Boston, and even heard the Dalai Lama speak at Harvard. Leong Alvarado credits her time at MassArt with giving her access to all different types of artists and the broad range of careers available in art and design.

After graduation, she moved to New York City and applied for an internship at MTV. A fellow MassArt alumnus, Colin Barton (BFA ‘93), who had presented in one of her SIM classes, saw her resume and instead of an internship, offered her a full-time production assistant position. This serendipitous opportunity, Leong Alvardo recalls, is what laid the foundation for the rest of her career. 

“I was able to really hit the ground running by being comfortable with experimenting in mediums like animation and stop motion,” Leong Alvarado shared. “The ability to adapt to the unknown while trying new things is a skillset that has been hugely helpful throughout my career.”

Leong Alvarado eventually became an Art Director at MTV and then went on to a variety of innovative roles in the entertainment industry. From designing commercial sets to branding for the Oprah Winfrey Network, she has had a front row seat to the changing visual landscape for broadcast networks.

Leong Alvarado’s most recent role as Vice President for Branding, Design and Creative Services at Disney Entertainment oversees the creative strategy for television series on ABC that also stream on Hulu. Her team does everything from designing posters (key art), social media advertisements, billboards, and more for shows like The Bachelor, American Idol, and 911. Her team’s work can also be found in Disney Parks and on Disney Cruises. Her position also allows her to work across Disney, Freeform, FX, Hulu, and National Geographic to help guide Disney Entertainments’ overarching umbrella branding and design.

Bringing designs to life has been both challenging and rewarding for Leong Alvarado. Learning how to read a room and give and receive feedback, a foundational skill learned during her time at MassArt, has enabled her to execute design campaigns at the highest levels. 

With the entertainment industry constantly evolving, her advice for students is simple: “don’t be afraid to explore because your path can lead you to unexpected places.”

Don’t be afraid to explore because your path can lead you to unexpected places. Jennifer Leong Alvarado
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Photo collage of art installation and inspiration.
Images of Ghosts of the Future, Courtesy of Sam Webb
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  • Studio for Interrelated Media

Fourth-Year Studio for Interrelated Media (SIM) major Sam Webb has always felt a profound connection to the Boston Symphony Orchestra (BSO). Growing up in a family of musical instrument makers in the Berkshires, Webb spent his childhood immersed in the sounds of Tanglewood, the BSO’s summer home. Now, that lifelong love of music and nature has culminated in an extraordinary opportunity: transforming an often-overlooked staircase at the historic BSO into a canvas for immersive light and sculpture.

The installation, Ghosts of the Future, is part of a groundbreaking collaboration between the Massachusetts College of Art and Design (MassArt), BSO, and MIT’s Art, Culture, and Technology (ACT) program. This partnership breathes new life into underutilized spaces, giving emerging artists the chance to merge their visions with Symphony Hall’s storied architecture.

“I’ve seen Sam in action as a BSO volunteer over the past six years, and he clearly has a wonderful eye for design and is very artistic,” said Erin Asbury, BSO’s director of volunteer services. “The three-story staircase he’s transforming is normally a quiet, transitional space—a place people pass through without a second glance. Now, it’s a site of wonder and reflection, bringing his work to an entirely new audience.”

Webb’s installation features seven wire mesh sculptures suspended in space, their forms inspired by rocks from the Berkshire bioregion and Tanglewood grounds. These delicate structures, shaped by folds that mimic the surfaces of stone, evoke both permanence and fragility. Shadows ripple across the walls, suggesting fleeting moments of light and loss, while projections of glacial and rocky textures—created in collaboration with Haozhen Feng of MIT’s ACT program and Zairan Yu, a graduate of NYU’s Interactive Telecommunications Program—add layers of movement and depth. The installation captures nature’s rhythms and warns of what might be lost if we fail to address the climate crisis.

“This project brings together so many of the things I care about—art, music, nature, and community,” Webb said. “MassArt gave me the foundation to see this vision through, and it’s a dream come true to present it in such an iconic space.”

Webb’s practice reflects his upbringing in rural New England and his perspective as an artist shaped by the realities of climate change. Working with recycled and found objects, he uses light and shadow to explore how material and space can shift our perceptions. Ghosts of the Future invites viewers to pause in a space they might otherwise rush past, challenging them to consider how the past and present intertwine with our responsibility for the future.

“My mentors at MassArt—Max Azanow, Elaine Buckholtz, and Anjali Srinivasan—have shown me how to translate vision into reality,” Webb shared. “Whether it’s a poem in a box or a 13-foot installation, MassArt teaches you to trust your ideas and execute them with confidence.”

Through partnerships like this one, MassArt fosters an uncommon community of creative leaders, shaping the future of art, design, and innovation for the common good. 

Webb’s installation will be on view during all BSO ticketed events through the first week of January 2025. Explore more at https://www.bso.org/visit.

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MassArt Alumnus Steps Outside the Boundaries of Traditional Art Education

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  • Studio for Interrelated Media

Studio for Interrelated Media (SIM)

Godine Gallery

The Godine Family Gallery is run by the SIM department and serves as a space for academic exhibitions and performances.

The Godine Family Gallery is an experimental exhibition space overseen by the SIM department at MassArt. Founded in 2005, the gallery has been shaped by the transformative, collaborative, and interdisciplinary lens developed by SIM.

For a term of one year, a select team manages the space and engages in curatorial practices. Alongside learning the principles and practices of curating, each team is given the liberty to reinvent the narrative and challenge the boundaries of a gallery.

Studio for Interrelated Media (SIM)

Studios, Labs, & Equipment

SIM students use the sound studio, electronic projects lab, equipment cage, and Pozen Center, as well as exhibitions and event spaces.

Students in the Studio for Interrelated Media (SIM) program have access to a wide array of equipment and resources. The Pozen Center for Interrelated Media, often used for performances, is a large multi-use venue with a flexible lighting grid, sound amplification and HD projection system. The SIM sound studio serves students working on audio projects, scoring and other productions in stereo or multiple surround sound formats, and is home to one of the original ARP Synthesizers.

The Pozen Center

SIM’s home base, the Pozen Center for Interrelated Media, is a flexible, multi-use venue equipped with professional sound, lighting, and HD projection technology. Housed in North Hall—a 1907 auditorium originally built for Boston Girls’ Latin School—the space retains historic features like Palladian windows and a reproduction of the Parthenon frieze. Renovated for contemporary use, the Pozen Center now serves as a dynamic educational hub for the SIM program.


While the Pozen Center for Interrelated Media primarily serves as an educational space, it is also one of Boston’s few flexible, multi-use art venues. It functions as a valuable resource for both the MassArt and Boston communities, with access granted in ways that support its academic mission and ensure the safety of users and equipment.

To inquire about booking the Pozen Center, please contact MassArt Conference and Event Services.

 

The neon sign, reading Godine Gallery, glows warmly in orange and white against a shadowy backdrop. Encased in a sleek, clear rectangular frame, it gracefully descends from the ceiling, casting an inviting luminescence throughout the space.
Godine Gallery

The Godine Family Gallery is an experimental exhibition space overseen by the SIM department at MassArt.

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