Style 2.0 Avatars
Meta / Reality Labs
Led interdependent technical workstreams through the platform launch, coordinating cross-functional teams of up to 35 engineers and artists.
Proven track record across Feature Film, VR, and Meta Platforms
Meta / Reality Labs
Led interdependent technical workstreams through the platform launch, coordinating cross-functional teams of up to 35 engineers and artists.
Baobab Studios
Film-quality character deformation held inside a 90fps VR performance budget. Four Emmy wins and an Annie Award.
Baobab Studios
Asset supervision across the full character technical stack, Maya through engine. Three Emmy wins.
Baobab Studios
Rigging lead. Skeletal animation optimised with LOD strategy and GPU skinning to hold frame-rate targets.
Laika
The studio's cloth simulation pipeline in Maya, and the facial system generating deformation data for 3D-printed faces.
PDI / DreamWorks
Crowd character systems achieving hero-quality deformation at scale on the render farm.
PDI / DreamWorks
Character systems for bodies, props, and hair, on the studio-wide rigging framework.
Led technical art strategy for the next evolution of Meta's Avatar ecosystem.
Outstanding Interactive Media
Best Animated Feature
Best In Show
Best Virtual Reality Production
Tech Lead, Technical Art · Technical Artist
Led technical systems for Meta's avatar platform, serving millions of users across VR and mobile.
Rigging Lead to Asset Supervisor
Character systems and real-time pipelines for Emmy-winning VR productions: Asteroids!, Crow: The Legend, Bonfire, Baba Yaga.
Rigging Technical Director
Character systems and cloth pipeline for Kubo and the Two Strings (Academy Award nominee) and Missing Link.
Character Technical Director
Character systems and pipeline tools across five+ feature releases: Shrek Forever After, Rise of the Guardians, Madagascar 3, Mr. Peabody and Sherman.
Rigging Technical Director
Established the character pipeline and Python infrastructure for a hybrid stop-motion/CG production workflow.
A real-time 3D avatar creation tool — now polished and genuinely easy to use. Assemble custom bipedal characters from modular geometric bits in the Editor, export them via Download, and discover or share assets in the Market. Built on React Three Fiber, Gaussian Splat rendering, and a full UGC pipeline.

React Three Fiber + Three.js for real-time 3D, Gaussian splat rendering via SparkJS, PBR material system, and procedural geometry generation through sam3D.
Next.js frontend with Node.js backend, Zustand for state management, Clerk authentication, and Sentry for error monitoring.
Supabase handling geometry, avatar storage, and Market inventory with a full user-generated content pipeline and persistent per-user libraries.
"Get the iteration cycle humming, and you can ship fast. Atomic Rig is proof of that."
Real-time 3D character assembly with modular geometric 'bits,' PBR materials, and live skeletal binding — all in the browser.
Export finished rigs in production-ready formats. Full asset pipeline with Supabase storage and per-user character libraries.
Browse, publish, and remix bits from the community. A growing UGC marketplace built on Clerk auth and Supabase.
Real-time graphics work shipped outside the avatar platform: a Gaussian splat renderer built where no existing library could run, and a native iOS game in Swift and Metal.
2026 · iOS Gaussian splatting renderer and compression pipeline
Real-time 3D Gaussian splat rendering on iOS, where no existing library could run.
Worker and WebAssembly, neither of which the Hermes JS engine implements, so the decoder, depth sort, and material were written ground-up..spz decoder, moved per-splat dequantization from JS into the shader, replaced a comparator sort with a counting sort, and shifted ZSTD decompression to an offline prep step, taking cold load from ~5s to under 1s at 589K splats.2026 · solo, in development
Native iOS physics puzzle game. The phone renders as a glass shadowbox with real depth.
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