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.

  • 2025 | Analog AI

    Senior Technical Artist | Abu Dhabi


    4D Gaussian Splats Capture Pipeline for the Apple Vision Pro

    Developed a pipeline aimed at delivering a complete solution for an internal capture studio, focused on 4D Gaussian splats capture for Apple Vision Pro. Using Houdini PDG and Azure, I designed automated workflows for batching and processing 3D scan data—including point clouds, splats, and mesh optimization—while preparing assets for deployment on AVP. To validate and showcase results, I built an internal Unity demo application to visualize the pipeline outputs in a spatial context.
  • Lead Technical Artist | New York City


    Internal AR App Development & Conceptual AR Experiences

    Working closely with design and engineering teams, I built interactive prototypes to demonstrate proofs of concept and developed tools for look-dev, enabling seamless iteration across multiple AR experiences.Contributed to conceptual pieces showcasing the capabilities of the headset, and internal AR applications by creating procedural 3D assets, developing shaders and real-time VFX, and optimizing pipelines for scalability.
    smart-glasses-svgrepo-com

    2021-2025 | Magic Leap

  • 2020-2021 | Street Smart VR

    Target Target

    Senior Technical Artist | New York City


    VR Law Enforcement and Military Training

    Collaborated with founders to strategize and establish VR police and military training in Unity, ensuring compatibility across headsets, while building procedural Houdini tools to generate variations of environments for drill simulations. Reviewed and flagged tech debt of previous work, established a best practice for all 3D artist contributors for future work.
  • Senior Technical Artist | New York City


    VR Military Flight Simulation Training

    Collaborated with engineers to provide 3D assets and develop interactive concept prototypes for VR flight procedures training on desktop headsets. Aligned with the CEO on Art Direction for marketing materials to support and promote the training programs.
    Flight Flight

    2020 | Moth + Flame

  • 2018 | NYU Future Reality Lab

    smart-glasses-svgrepo-com

    Lead Technical Artist | New York City


    Mary and the Monster – VR/AR Social Theater Experience

    Responsible for overseeing all aspects of content creation for the project, including team management in an agile environment, motion capture, and all stages of the 3D graphics pipeline for Android-based headsets.
  • Lead 3D Artist | New York City


    Emmy® Award-Winning VR Experience

    Zero Days VR explores the Stuxnet computer virus, cyber warfare, and nuclear escalation through an immersive narrative. I contributed across multiple stages of production in an agile environment, including 3D content creation, lighting, and art direction, while optimizing assets to meet VR performance and visual quality constraints. Developed for Oculus Rift and Samsung Gear VR
    cube-alt-2-svgrepo-com

    2016 | Scatter

  • Pre 2016

    Back-in-time Back-in-time

    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.
  • 2025 | Analog AI
    Abu Dhabi
    Senior Technical Artist

    4D Gaussian Splats Capture Pipeline for the Apple Vision Pro

    Developed a pipeline aimed at delivering a complete solution for an internal capture studio, focused on 4D Gaussian splats capture for Apple Vision Pro. Using Houdini PDG and Azure, I designed automated workflows for batching and processing 3D scan data—including point clouds, splats, and mesh optimization—while preparing assets for deployment on AVP. To validate and showcase results, I built an internal Unity demo application to visualize the pipeline outputs in a spatial context.

    2025 | Analog AI

  • 2021-2025 | Magic Leap
    New York City
    Lead Technical Artist

    Internal AR App Development & Conceptual AR Experiences

    Working closely with design and engineering teams, I built interactive prototypes to demonstrate proofs of concept and developed tools for look-dev, enabling seamless iteration across multiple AR experiences.Contributed to conceptual pieces showcasing the capabilities of the headset, and internal AR applications by creating procedural 3D assets, developing shaders and real-time VFX, and optimizing pipelines for scalability.
    smart-glasses-svgrepo-com

    2021-2025 | Magic Leap

  • 2020-2021 | Street Smart VR
    New York City
    Senior Technical Artist

    VR Law Enforcement and Military Training

    Collaborated with founders to strategize and establish VR police and military training in Unity, ensuring compatibility across headsets, while building procedural Houdini tools to generate variations of environments for drill simulations. Reviewed and flagged tech debt of previous work, established a best practice for all 3D artist contributors for future work.
    Target Target

    2020-2021 | Street Smart VR

  • 2020 | Moth + Flame
    New York City
    Senior Technical Artist

    VR Military Flight Simulation Training

    Collaborated with engineers to provide 3D assets and develop interactive concept prototypes for VR flight procedures training on desktop headsets. Aligned with the CEO on Art Direction for marketing materials to support and promote the training programs.
    Flight Flight

    2020 | Moth + Flame

  • 2018 | NYU Future Reality Lab
    New York City
    Lead Technical Artist

    Mary and the Monster – VR/AR Social Theater Experience

    Responsible for overseeing all aspects of content creation for the project, including team management in an agile environment, motion capture, and all stages of the 3D graphics pipeline for Android-based headsets.
    smart-glasses-svgrepo-com

    2018 | NYU Future Reality Lab

  • 2016 | Scatter
    New York City
    Lead 3D Artist

    Emmy® Award-Winning VR Experience

    Zero Days VR explores the Stuxnet computer virus, cyber warfare, and nuclear escalation through an immersive narrative. I contributed across multiple stages of production in an agile environment, including 3D content creation, lighting, and art direction, while optimizing assets to meet VR performance and visual quality constraints. Developed for Oculus Rift and Samsung Gear VR
    cube-alt-2-svgrepo-com

    2016 | Scatter

  • 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.
    Back-in-time Back-in-time

    Pre 2016