Emmy award winning VR/AR creative with expertise in art direction, real-time 3D graphics, non-destructive workflows, procedural tools, creating shaders and VFX, 3D animation and coding for prototyping. Experienced in developing for Magic Leap, Oculus Quest & Rift, HTC Vive, and WMR headsets, both standalone and desktop.

  • Side FX Houdini
  • Autodesk Maya
  • Unity 3D
  • C Sharp
  • Substance Painter
  • Autodesk Mudbox
  • Pixologic Zbrush
  • Adobe After Effect
  • Adobe Photoshop
  • Adobe Premiere
  • Adobe Illustrator


2021-Present | Magic Leap

Lead Computer Graphic Generalist | New York City

Internal AR App Development: Providing expertise in all aspects of 3D graphics and interactive concepts prototypes for internal AR apps that are optimized to function seamlessly with the Magic Leap headset, while working closely with both the design and engineering teams.

  • Non-destructive workflow with procedural 3D content and animations.
  • Real-time shader development and VFX.
  • C# coding for interactive prototypes.
  • Motion design animation.
  • Pipeline optimization.

2020-2021 | Street Smart VR

Technical Artist | New York City

VR Law Enforcement and Military Training: Collaborated with the founders to strategize and set up VR Desktop projects in Unity that are headset agnostic, while also evaluating technical debt to optimize the pipeline and avoid potential technical debts in the future.

  • Non-destructive and procedural workflow.
  • Assets creation, and optimization.
  • Rigging/Skinning.
  • Art Direction, lighting composition.
  • Marketing materials.

2020 | Moth + Flame

3D Generalist & Art Director | 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.

  • 3D modeling, animation, texturing and lighting.
  • C# coding for prototyping scenes and procedural animations.
  • Unity scene optimization.
  • Marketing materials.

2019 | Parallux

Technical Artist | New York City

VR/AR Social Theater Experience. Mary and the Monster is a multi-user AR and VR project showcased at Siggraph 2019.

  • Art Direction
  • Unity scene optimization to run efficiently on the Magic Leap and Oculus Quest.
  • Motion capture using FaceWare and Optitrack.
  • Rigging/skinning and keyframe animation with Maya.
  • 3D organic and hard surface modeling with ZBrush.
  • PBR texturing with Substance Painter, and light baking.

2018 | NYU Future Reality Lab

Computer Graphic Generalist | New York City

VR multi-user experience project: Worked closely with professors and students to oversee 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.

  • Established the computer graphics pipeline for the Mirage Solo headset.
  • Directed art and motion capture using FaceWare and Optitrack.
  • Created rigging/skinning and keyframe animation with Maya.
  • Designed 3D organic and hard surface models with ZBrush.
  • Textured using PBR texturing with Substance Painter.
  • Light baking and optimization for Unity game engine.

2016 | Scatter

Lead 3D Artist | New York City

Zero Days VR Documentary: Emmy® Award-winning VR experience created for the Oculus Rift and Samsung Gear VR.

  • Art direction, 3D modeling and keyframe animation with Maya, VFX, Photoshop texturing, layout, lighting, and optimization for Unity game engine.

ETPA Ecole de photographie et game design – Toulouse, France 2004
Independent and continuing studies in the field of computer graphic.


Emmy® Awards Thomas Meduri, Lead VR Artist
2017 news & documentary outstanding new approaches: Documentary
“Zero Days VR” Scatter


Fluent in French and English
Photography skills
Anatomy skills
Computer hardware knowledge