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.2021-2025 | Magic Leap
2020-2021 | Street Smart VR
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.2020 | Moth + Flame
2018 | NYU Future Reality Lab
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 VR2016 | 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.
2025 | Analog AI
Abu Dhabi
Senior Technical Artist4D 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 ArtistInternal 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.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.2020-2021 | Street Smart VR
2020 | Moth + Flame
New York City
Senior Technical ArtistVR 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.2020 | Moth + Flame
2018 | NYU Future Reality Lab
New York City
Lead Technical ArtistMary 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.2018 | NYU Future Reality Lab
2016 | Scatter
New York City
Lead 3D ArtistEmmy® 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 VR2016 | Scatter
Pre 2016
3D GeneralistBackground
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

