From May 2023 to December 2025, I worked as a contract 3D artist at Meta creating hair and clothing assets for the VR Avatars pipeline.
I helped develop the look of the Avatars 2.0 hair shader and texture style, and was responsible for all texture-related documentation to help give other artists a better understanding of the workflow. I gained a comprehensive end to end understanding of the workflow and pipeline tools, involving taking the hair from initial 2D design through to sculpt, retopo, UV, texture, rig, and implementation stages.
I was also responsible for developing the look of the duotone (two-color hair options) system and maintaining visual parity across a wide array of hairstyles. I took ownership of a few hairs end to end, but the bulk of my work was QA and overseeing external vendors. Twice-weekly critique sessions provided an opportunity to assess how the vendors were developing the assigned assets, and ensure style consistency and quality standards.
Throughout my time at Meta, I gained a deep understanding of developing VR game assets for a custom Unity-based engine, and how to optimize assets to run efficiently across VR, mobile, and desktop platforms.