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TECHNICAL ART / Senior Technical Artist · ATA Creative

Meta

Real-time assets, animation workflows, tools and solo-built experiences for Meta Horizon and Avatars.

Character work collage — lava character, armored character and facial animation systems

MY ROLE

As a Meta vendor through ATA Creative, I ingested, validated and implemented real-time art assets for Horizon Mobile, VR and Meta Avatars.

PIPELINES & R&D

I built ingestion tools, developed AI-assisted asset workflows, and created technical documentation and pipeline guides.

TOOLS

Maya · Meta Horizon Studio · Mixamo

Asset ingestion · Workflow automation · Retargeting

01 / GAME PROJECTS

Games I’ve Worked On

Asset and animation contributions as a Meta vendor through ATA Creative. The game imagery shows the wider team’s work in context.

Reward asset ingestion

I ingested reward assets for these games, preparing and implementing them within Meta’s real-time content pipelines.

Animation retargeting & graphs

For these two games, I retargeted Mixamo animations and updated the animation graphs.

02 / FANTASTICALS

Fantasticals

We worked with external vendors to generate the character meshes. I skinned and ingested those meshes into Meta’s real-time pipelines, and built tools that helped our team deliver faster than the original Fantasticals workflow.

Present Monster
Storm Trooper
Storm Trooper
Vesuvius from Smash Golf
Vesuvius from Smash Golf
Dr. Fresh from Pizza Kitchen
Dr. Fresh from Pizza Kitchen

03 / PRODUCTION SYSTEMS

Tools & Workflows

I built and maintained an internal ingestion tool ecosystem with over 2,000 lines of code, improving recurring asset workflows by approximately 35–40%.

Asset ingestion

I built and maintained artist-facing ingestion tools for recurring asset preparation, validation and implementation across Meta’s real-time pipelines.

My ingestion work covered clothing, props, rewards, material variants, LODs, skinning, animation data and asset assembly.

26-second demo

Asset organization

I built tools to organize incoming assets and prepare them for the production workflow, reducing repetitive setup for the team.

This short recording shows directory selection, processing and the resulting asset log.

12-second demo

04 / SOLO DEVELOPMENT

Solo Games & Worlds

Four experiences I built solo in Meta Horizon Studio.

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