THOMAS MEDURI

XR TECHNICAL ARTIST

Emmy® Award-winning XR Technical Artist

I specialize 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 - Present | Analog AI

    Senior Technical Artist | Abu Dhabi


    Building a 4D Gaussian Splats Capture Pipeline for Apple Vision Pro.

    I am developing 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 design 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 build internal Unity demo applications that visualize the pipeline outputs in a spatial context.

  • Lead Technical Artist | New York City

    Internal Augmented Reality App Development.

    At Magic Leap, I contributed to internal AR applications by creating procedural 3D assets, developing shaders and real-time VFX, and optimizing pipelines for scalability. 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.

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    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 Desktop projects in Unity, ensuring compatibility with various headsets. Evaluated and optimized the pipeline to prevent future technical debt.

  • Senior Technical Artist | New York City

    VR Military Flight Simulation Training.

    Collaborated with the founders and engineers to provide art direction, create 3D assets, and interactive concepts prototypes for VR flight procedures training programs for Desktop Headsets. Additionally, created marketing materials to promote the training programs.

    Flight Flight

    2020 | Moth + Flame

  • 2018 | NYU Future Reality Lab

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    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 is developed for Oculus Rift and Samsung Gear VR, and telling the story of Stuxnet through two main characters: the virus itself and an anonymous NSA informant revealing details of a covert cyber mission. I worked across multiple aspects of production in an agile environment, contributing 3D content creation, lighting, and art direction, while also optimizing assets to ensure performance and visual quality within VR constraints.

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    2016 | Scatter

  • 2025 - Present | Analog AI

    Senior Technical Artist | Abu Dhabi


    Building a 4D Gaussian Splats Capture Pipeline for Apple Vision Pro.

    I am developing 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 design 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 build internal Unity demo applications that visualize the pipeline outputs in a spatial context.

  • 2021-2025 | Magic Leap

    smart-glasses-svgrepo-com

    Lead Technical Artist | New York City

    Internal Augmented Reality App Development.

    At Magic Leap, I contributed to internal AR applications by creating procedural 3D assets, developing shaders and real-time VFX, and optimizing pipelines for scalability. 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.

  • 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 Desktop projects in Unity, ensuring compatibility with various headsets. Evaluated and optimized the pipeline to prevent future technical debt.

  • 2020 | Moth + Flame

    Flight Flight

    Senior Technical Artist | New York City

    VR Military Flight Simulation Training.

    Collaborated with the founders and engineers to provide art direction, create 3D assets, and interactive concepts prototypes for VR flight procedures training programs for Desktop Headsets. Additionally, created marketing materials to promote the training programs.

  • 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.

  • 2016 | Scatter

    cube-alt-2-svgrepo-com

    Lead 3D Artist | New York City

    Emmy® Award-winning VR experience.

    Zero Days VR is developed for Oculus Rift and Samsung Gear VR, and telling the story of Stuxnet through two main characters: the virus itself and an anonymous NSA informant revealing details of a covert cyber mission. I worked across multiple aspects of production in an agile environment, contributing 3D content creation, lighting, and art direction, while also optimizing assets to ensure performance and visual quality within VR constraints.