Résumé

Justin Fischer

Product Engineer · 3D, Real-Time & AI

Product engineer who ships end to end, with twenty years of production 3D underneath. Recently built and deployed a full-stack browser 3D platform solo (TypeScript, React Three Fiber, Next.js, Supabase, Stripe, GPU inference) and a native iOS application in Swift and Metal. Before that, five years leading technical systems for Meta's avatar platform, including AI agents that automated production art workflows, across teams of up to 35. Feature film and Emmy-winning VR before that. Fluent with artists, engineers, and product, and able to build the thing.

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Selected Projects

Atomic Rig

atomicrig.com · 2026 · solo, deployed

Browser-based modular 3D avatar platform. Users assemble characters on a Mixamo-compatible skeleton and export production-ready GLB and FBX.

  • Built and shipped the entire product solo (front end, backend, auth, payments, infrastructure) across 500+ commits in five months.
  • Stack: Next.js 16, React 19, TypeScript, Three.js / React Three Fiber, Zustand, Supabase (Postgres + Storage, RLS), Clerk, Stripe, Modal (GPU inference), Upstash Redis, Sentry, Vercel.
  • Wrote a binary FBX 7.4 exporter from scratch, covering matrix layout, Euler order, unit scale, and BindPose vs. local hierarchy, because no existing browser-side option produced engine-valid output.
  • Architected an event-driven transform system to keep a 3D editor at frame rate, bypassing React's reconciler for high-frequency drag updates; documented as ADRs alongside undo/redo, state, and export decisions.
  • Shipped a PBR material editor, animation system with Mixamo FBX loading, and an image-to-3D generation pipeline on GPU inference with Stripe-metered credits.
  • Hardened for production: authenticated API routes, row-level security, rate limiting, secret management, Vitest and Playwright coverage.

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.
  • Built the surrounding product: Expo/React Native client, FastAPI backend on AWS App Runner, S3 asset streaming with on-device LRU caching, DynamoDB, and custom native modules.

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.

Technical Skills

Product & Web
TypeScript, React, Next.js, React Native/Expo, Node, Zustand, Postgres/Supabase, AWS (S3, DynamoDB, App Runner), Stripe, Clerk, Vercel, FastAPI, REST API design, Vitest, Playwright
3D & Graphics
Three.js, React Three Fiber, WebGL, WebGPU/TSL, Metal, GLSL, 3D Gaussian splatting (3DGS): renderers, compression, quantization, GLB/GLTF, FBX, PLY/SPZ/SOG, USD, real-time rendering, shader development, skeletal animation, deformation systems, computational geometry
Languages
TypeScript/JavaScript, Python (15+ yrs), C++, Swift
AI
LLM API integration, AI agent development, GPU inference (Modal), AI-assisted development workflows
Platforms & Tools
Unity, Unreal, Maya, Git, Perforce, Linux, iOS/CoreMotion/Core Haptics/StoreKit

Experience

Feb 2022 – Mar 2026 · Jan 2021 – Feb 2022

Tech Lead, Technical Art · Technical Artist

Meta, Reality Labs (Avatars) · Remote

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

  • Led multiple interdependent technical workstreams through the Style 2.0 platform launch, coordinating cross-functional teams of up to 35 engineers and artists.
  • Built Python workflow automation and AI agents integrating LLM APIs to eliminate repetitive production work, an early production deployment of agentic tooling inside a real art pipeline.
  • Designed and shipped an automated clothing-fit system using procedural deformation, resolving millions of garment-and-body combinations under quality and performance constraints.
  • Architected dependency-graph systems for complex asset relationships and procedural generation at platform scale.
  • Designed real-time character customization systems supporting user-generated content, optimized for mobile rendering budgets.
  • Authored API specifications and technical documentation for the character asset pipeline; established standards and execution patterns across teams.

Oct 2016 – Jan 2021

Rigging Lead to Asset Supervisor

Baobab Studios · Remote

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

  • Delivered film-quality character deformation inside a 90fps VR performance budget.
  • Built Python pipeline tooling integrated with Unity, automating asset export and validation.
  • Optimized skeletal animation for VR with LOD strategy and GPU skinning to hold frame-rate targets.
  • Owned the full character technical stack from Maya through engine across shipped Oculus and Vive titles.

May 2014 – Oct 2016

Rigging Technical Director

Laika · Hillsboro, OR

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

  • Built the studio's cloth simulation pipeline in Maya with Python tooling for distributed server-side jobs.
  • Developed the facial system for 3D-printed faces, generating precise deformation data driving a physical manufacturing pipeline.
  • Implemented deformation supporting a hybrid stop-motion/CG workflow requiring exact numerical control.

Mar 2008 – May 2014

Character Technical Director

DreamWorks Animation (PDI) · Redwood City, CA

Character systems and pipeline tools across five+ feature releases: Shrek Forever After, Rise of the Guardians, Madagascar 3, Mr. Peabody and Sherman.

  • Lead Pipeline TD on Mr. Peabody and Sherman, establishing character workflows and technical standards.
  • Built crowd character systems for Madagascar 3 achieving hero-quality deformation at scale on the render farm.
  • Developed hair and feather simulation systems and procedural grooming tools for Rise of the Guardians.
  • Collaborated with core engineering on architecture and API design for the studio-wide rigging framework.

Sep 2006 – Feb 2008

Rigging Technical Director

Laika · Hillsboro, OR

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

Shipped Work

Platform · GLOBAL LAUNCH

Style 2.0 Avatars

Led interdependent technical workstreams through the platform launch, coordinating cross-functional teams of up to 35 engineers and artists.

Meta / Reality Labs

VR · EMMY WINNER

Crow: The Legend

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

Baobab Studios

VR · EMMY WINNER

Baba Yaga

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

Baobab Studios

VR · ANNIE WINNER

Bonfire

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

Baobab Studios

Film · OSCAR NOM

Kubo & The Two Strings

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

Laika

Film · WORLDWIDE

Madagascar 3

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

PDI / DreamWorks

Film · WORLDWIDE

Shrek Forever After

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

PDI / DreamWorks

Awards & Recognition

  • 2× Daytime Emmy Award winner, Outstanding Interactive Media (Television Academy)
  • 2× Annie Award winner, Best Virtual Reality Production (ASIFA-Hollywood)
  • Academy Award nomination, Kubo and the Two Strings (2016), contributing Technical Director
  • SIGGRAPH 2019, first-ever Best in Show, Immersive Pavilion
  • SIGGRAPH 2012, published technical paper: Improving Crowd Quality Through Interdepartmental Collaboration on Madagascar 3

Education

BA, Animation

The Art Institute of Portland