Product Engineer · 3D, Real-Time & AI

JUSTIN
FISCHER

I ship the whole product. Browser 3D platforms, real-time rendering, and AI tooling, on twenty years of film, VR, and avatar-platform engineering.
2x Emmy Win • Oscar Nomination • Siggraph Best in Show 🏆

SHIPPED &
RELEASED

Proven track record across Feature Film, VR, and Meta Platforms

7
Feature Film
4
VR Titles
2
Global Launches
Platform
GLOBAL LAUNCH

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.

VR
EMMY WINNER

Crow: The Legend

Baobab Studios

Film-quality character deformation held inside a 90fps VR performance budget. Four Emmy wins and an Annie Award.

VR
EMMY WINNER

Baba Yaga

Baobab Studios

Asset supervision across the full character technical stack, Maya through engine. Three Emmy wins.

VR
ANNIE WINNER

Bonfire

Baobab Studios

Rigging lead. Skeletal animation optimised with LOD strategy and GPU skinning to hold frame-rate targets.

Film
OSCAR NOM

Kubo & The Two Strings

Laika

The studio's cloth simulation pipeline in Maya, and the facial system generating deformation data for 3D-printed faces.

Film
WORLDWIDE

Madagascar 3

PDI / DreamWorks

Crowd character systems achieving hero-quality deformation at scale on the render farm.

Film
WORLDWIDE

Shrek Forever After

PDI / DreamWorks

Character systems for bodies, props, and hair, on the studio-wide rigging framework.

Recent: Style 2.0 Launch

Led technical art strategy for the next evolution of Meta's Avatar ecosystem.

Dive into Systems

Awards & Recognition

2X EMMY

Outstanding Interactive Media

OSCAR NOMINATION

Best Animated Feature

SIGGRAPH

Best In Show

2X ANNIE AWARD

Best Virtual Reality Production

Career

JAN 2021 – MAR 2026

Meta, Reality Labs (Avatars)

Tech Lead, Technical Art · Technical Artist

Led technical systems for Meta's avatar platform, serving millions of users across VR and mobile.

OCT 2016 – JAN 2021

Baobab Studios

Rigging Lead to Asset Supervisor

Character systems and real-time pipelines for Emmy-winning VR productions: Asteroids!, Crow: The Legend, Bonfire, Baba Yaga.

MAY 2014 – OCT 2016

Laika

Rigging Technical Director

Character systems and cloth pipeline for Kubo and the Two Strings (Academy Award nominee) and Missing Link.

MAR 2008 – MAY 2014

DreamWorks Animation (PDI)

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.

SEP 2006 – FEB 2008

Laika

Rigging Technical Director

Established the character pipeline and Python infrastructure for a hybrid stop-motion/CG production workflow.

3D Avatar Creation • Editor · Download · Market

ATOMICRIG

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.

Atomic Rig // Editor
Atomic Rig editor showing a Yellow Armor Bot with the Library panel open to browse and assemble modular bits

System Architecture

Rendering & Graphics

React Three Fiber + Three.js for real-time 3D, Gaussian splat rendering via SparkJS, PBR material system, and procedural geometry generation through sam3D.

Core Infrastructure

Next.js frontend with Node.js backend, Zustand for state management, Clerk authentication, and Sentry for error monitoring.

Data & Storage

Supabase handling geometry, avatar storage, and Market inventory with a full user-generated content pipeline and persistent per-user libraries.

Development Process
// AI-ASSISTED WORKFLOW Claude Code -> Clear Plan ↓ Implementation ↓ MCP Testing ↓ Code Review ↓ Update Todo List → Loop

"Get the iteration cycle humming, and you can ship fast. Atomic Rig is proof of that."

Editor

Real-time 3D character assembly with modular geometric 'bits,' PBR materials, and live skeletal binding — all in the browser.

Download

Export finished rigs in production-ready formats. Full asset pipeline with Supabase storage and per-user character libraries.

Market

Browse, publish, and remix bits from the community. A growing UGC marketplace built on Clerk auth and Supabase.

Also Building

Selected Projects

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.

Stealth Startup

2026 · iOS Gaussian splatting renderer and compression pipeline

Real-time 3D Gaussian splat rendering on iOS, where no existing library could run.

  • Built a 3DGS renderer from scratch for React Native. Every existing library (Spark, GaussianSplats3D, PlayCanvas gsplat) hard-requires Worker and WebAssembly, neither of which the Hermes JS engine implements, so the decoder, depth sort, and material were written ground-up.
  • Wrote a .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.
  • Ported the material to three.js TSL on WebGPU (react-native-webgpu / Dawn) with true anisotropic splatting: per-splat 3D covariance built from scale and rotation, projected to a screen-space ellipse driving both billboard sizing and fragment falloff.
  • Designed the compression pipeline: WebP-packed quantized attributes (16-bit log-domain positions, smallest-three quaternions, codebook scales and SH0) plus splat decimation: 70MB captures down to ~2.5MB, and 1.5M splats to ~500K.

ShadowBox

2026 · solo, in development

Native iOS physics puzzle game. The phone renders as a glass shadowbox with real depth.

  • Swift and Metal: off-axis frustum projection driven by CoreMotion at 120Hz to lock perspective to physical device orientation.
  • Single-pass frosted-acrylic shaders (Fresnel rim, background mipmap sampling, chromatic dispersion) tuned for tile-based mobile GPUs.
  • Procedural volume-preserving mesh deformation, Core Haptics coupling, and velocity-mapped dynamic audio.
  • 300+ commits in the first two weeks of development.

Full detail on the résumé.

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