THOMAS MEDURI
XR TECHNICAL ARTIST
Emmy® Award-winning XR Technical Artist
Specialist in AR/VR immersive experiences for Magic Leap, Quest, Vive, and Vision Pro, creating real-time 3D content, procedural tools, and interactive prototypes in Houdini and Unity that balance creativity with performance.
2026 | Analog AI
Senior Technical Artist | Abu Dhabi
4D Gaussian Splats Capture Pipeline for the Apple Vision Pro
Developed an AR playback viewer in Unity for Apple Vision Pro to review LiDAR and Gaussian splat digital twins.
Built a Houdini pipeline on Azure to batch-process, segment, and optimize Gaussian splats, point clouds, and 3D scan data for Apple Vision Pro, achieving 70-90 FPS.2021-2025 | Magic Leap
Lead Technical Artist | New York City
Internal AR App Development & Conceptual AR Experiences
Collaborated with design, product, and engineering teams in an agile product environment to develop Unity prototypes for Magic Leap native AR applications and spatial interaction design.
Built procedural tools, parametric models, shader / VFX systems, and real-time 3D pipelines to create optimized content for internal AR product prototypes and spatial experiences.2020-2021 | Street Smart VR
Senior Technical Artist | New York City
VR Law Enforcement and Military Training
Profiled and optimized Unity scenes for real-time performance, identifying bottlenecks and technical debt.
Migrated VR applications to a device-agnostic Unity XR pipeline for multi-device deployment.
Established company-wide best practices for real-time 3D asset optimization, environment creation, and procedural character workflows for rigging and skinning optimization.
Developed procedural level design tools to generate scenario variations for VR police and military training.2020 | Moth + Flame
Senior Technical Artist | New York City
VR Military Flight Simulation Training
Designed and built the initial interactive menu for users entering immersive VR military training.
Built real-time 3D assets, Houdini procedural models, textures, and Unity lighting for VR.
Improved performance, visual quality, and deployment readiness of immersive training applications.2018 | NYU Future Reality Lab
Lead Technical Artist | New York City
Mary and the Monster – VR/AR Social Theater Experience
Provided technical art direction for multi-user storytelling AR / VR experiences, including Mary and the Monster and Cave, showcased at the Tribeca Festival and Cannes XR.
Managed the 3D production pipeline in an agile team environment, including motion capture retargeting, rigging, animation, modeling, PBR texturing, lighting, and Unity scene optimization for Magic Leap and Meta Quest.2016 | Scatter
Lead 3D Artist | New York City
Emmy® Award-Winning VR Experience
Contributed to art direction and led CG / technical production for Emmy Award-winning Zero Days VR, creating real-time 3D content in Unity, including modeling, scene layout, lighting, texturing, animation, and VFX simulation.
Troubleshot technical issues and optimized VR assets, scenes, and visual quality for real-time headset performance.Pre 2016
3D Generalist
Background
I began my career in 3D graphics and motion design, working on advertising and educational projects across France and Morocco. In 2015, I moved to New York City and transitioned into virtual reality through my work with NYU, collaborating with studios, startups, and academic institutions as I expanded my practice into immersive technologies. Over the past decade, I have focused on building expertise and best practices across XR production pipelines, blending creative direction with technical execution.
Senior Technical Artist | Abu Dhabi
4D Gaussian Splats Capture Pipeline for the Apple Vision Pro
Developed an AR playback viewer in Unity for Apple Vision Pro to review LiDAR and Gaussian splat digital twins. Built a Houdini pipeline on Azure to batch-process, segment, and optimize Gaussian splats, point clouds, and 3D scan data for Apple Vision Pro, achieving 70-90 FPS.2026 | Analog AI
Lead Technical Artist | New York City
Internal AR App Development & Conceptual AR Experiences
Collaborated with design, product, and engineering teams in an agile product environment to develop Unity prototypes for Magic Leap native AR applications and spatial interaction design. Built procedural tools, parametric models, shader / VFX systems, and real-time 3D pipelines to create optimized content for internal AR product prototypes and spatial experiences.2021-2025 | Magic Leap
Senior Technical Artist | New York City
VR Law Enforcement and Military Training
Profiled and optimized Unity scenes for real-time performance, identifying bottlenecks and technical debt. Migrated VR applications to a device-agnostic Unity XR pipeline for multi-device deployment. Established company-wide best practices for real-time 3D asset optimization, environment creation, and procedural character workflows for rigging and skinning optimization. Developed procedural level design tools to generate scenario variations for VR police and military training.2020-2021 | Street Smart VR
Senior Technical Artist | New York City
VR Military Flight Simulation Training
Designed and built the initial interactive menu for users entering immersive VR military training. Built real-time 3D assets, Houdini procedural models, textures, and Unity lighting for VR. Improved performance, visual quality, and deployment readiness of immersive training applications.2020 | Moth + Flame
Lead Technical Artist | New York City
Mary and the Monster – VR/AR Social Theater Experience
Provided technical art direction for multi-user storytelling AR / VR experiences, including Mary and the Monster and Cave, showcased at the Tribeca Festival and Cannes XR. Managed the 3D production pipeline in an agile team environment, including motion capture retargeting, rigging, animation, modeling, PBR texturing, lighting, and Unity scene optimization for Magic Leap and Meta Quest.2018 | NYU Future Reality Lab
Lead 3D Artist | New York City
Emmy® Award-Winning VR Experience
Contributed to art direction and led CG / technical production for Emmy Award-winning Zero Days VR, creating real-time 3D content in Unity, including modeling, scene layout, lighting, texturing, animation, and VFX simulation. Troubleshot technical issues and optimized VR assets, scenes, and visual quality for real-time headset performance.2016 | Scatter
3D Generalist
Background
I began my career in 3D graphics and motion design, working on advertising and educational projects across France and Morocco. In 2015, I moved to New York City and transitioned into virtual reality through my work with NYU, collaborating with studios, startups, and academic institutions as I expanded my practice into immersive technologies. Over the past decade, I have focused on building expertise and best practices across XR production pipelines, blending creative direction with technical execution.Pre 2016

