Published Work / Meta / Oculus Studios - Ouro/ Environment Art/Design and Creative Direction
About: 'Super Rumble', is an arcade-style shooter inspired by legendary fast-paced games like Quake and Unreal Tournament. The core of the game is around a free-for-all game mode that offers an array of unique weaponry and over-the-top heroic abilities on a highly versatile and visually stunning map.
Roles & Responsibilities: My role as a Lead Artist for Super Rumble, I was responsible for Art Direction, Lighting, Atmosphere, Various modeling/asset texturing, optimization, Set Dressing, User Interface and UX design, VFX placement as well as generating static and video marketing materials.
Furthermore, along with my individual contributions I coordinated, tested, evaluated and implemented numerous functional elements with engineering, content design, product design, marketing, and various other parts of the organization for Super Rumble.
Software: Meta Horizon Worlds, Meta Internal tools, Autodesk Maya, Blender, Adobe Photoshop, Substance Painter
Platform: Meta Quest
Press Coverage: Meta’s new shooter game is the most fun I’ve ever had in the metaverse, Meta Debuts Horizon Asset Importing With FPS From New First Party Studio
Published Work / Meta / Environment Art/Design and Creative Direction
About :Meta Connect 2022 was a one-day virtual event that explored the building of the metaverse and the future of augmented and virtual reality. Industry leaders shared the latest technologies and developers’ sessions to cover how to use them.
Roles & Responsibilities: In my role as a member of the Meta Connect 2022 team, I was responsible for conceptualizing & imagining what our connected environments might look like. In doing so, I took into account color palettes, architectural elements, shape language, and other elements. Furthermore, I served as the Art Lead, world owner, and primary point of contact for our HUB world, Meta Square. The Horizon Worlds social space provided attendees with an opportunity to interact, play icebreaker games, socialize, and travel to popular user-generated worlds.
In addition, the public and press were able to watch John Carmack's unscripted speech and the developers' state of the union on a rectangular screen within the environment. In conjunction with Meta Square, I designed five theater spaces for the Developer Sessions, which featured prerecorded avatar performances as well as rectilinear screens.
Among my many responsibilities for Meta Square and the Developer Sessions, I refined lighting, layouts, architectures, cube maps, social interactions, and UX/UI flows. I also shot/edited BTS footage for our marketing team to be featured on several Meta social media surfaces. Furthermore, I coordinated and implemented numerous functional elements with engineering, content design, product design, marketing, and various other parts of the organization and Connect team. This was to bring the environment to the required quality level for public consumption.
Software: Meta Horizon Worlds, Meta Internal tools, Autodesk Maya, Adobe Photoshop
Platform: Meta Quest
Press Coverage: https://www.meta.com/blog/quest/meta-connect-horizon-worlds-behind-the-scenes/
Published Work / Meta / Oculus Studios – Venues / Environment Art / Design and Creative Direction
About : "Venues" was a standalone social VR live-events app on Oculus Quest where users could attend concerts, sports broadcasts, comedy, and other live entertainment together in shared virtual environments. The successor to the original Oculus Venues app, it served as the home for major live events on the Oculus ecosystem and hosted some of the platform's highest-concurrency moments — including activations around Super Bowl LVI and live music events with artists like the Foo Fighters — before its eventual migration into Horizon Worlds as Horizon Venues.
Roles & Responsibilities: In my role as Lead Artist and World Owner for Venues, I was responsible for updating Art Direction, Look Development, Lighting, Set Dressing, modeling, texturing, optimization, and the visual execution of the main lobby and event space — including seasonal reskins and one-off activations such as the 2022 Super Bowl LVI hub.
Software: Meta Internal tools, Autodesk Maya, Adobe Photoshop, Substance Painter, Unity, Blender
Platform: Meta Quest Devices
Press Coverage: Foo Fighters to Perform VR Concert After Super Bowl , Facebook Expands Access to ‘Venues’ Beta Ahead of Connect Next Week
Published Work / Meta / Reality Labs – Horizon Worlds / Art Lead / World Owner / Design and Creative Direction
About: "Horizon Venues" is the Horizon Worlds reincarnation of the standalone Venues app — a live-events hub on Meta Quest where users gather to attend concerts, sports broadcasts, comedy, and other live entertainment together in shared virtual environments. Horizon Venues continued the live-events lineage of Oculus Venues and Venues, now native to the Horizon Worlds platform.
Roles & Responsibilities: As Art Lead and World Owner for Horizon Venues, I owned visual direction and end-to-end environment build for the migration of the platform's flagship live entertainment hub from a standalone app into Horizon Worlds. I delivered Art Direction, Look Development, Lighting, Atmosphere, modeling and asset texturing, Set Dressing, and the visual execution of the main lobby and event spaces.
Furthermore, along with my individual contributions I coordinated, tested, evaluated and implemented numerous functional elements with engineering, content design, product management, marketing, the live-entertainment team, external creator partners, and various other parts of the organization. Following launch, I remained the ongoing art owner for both Horizon Venues — the team's go-to for bug fixes, ad-hoc art updates, and seasonal/holiday world reskins (Halloween, Winter Holidays, Summer) whenever the spaces needed iteration.
Software: Meta Horizon Worlds, Meta Internal Tools, Blender, Adobe Photoshop, Substance Painter
Platform: Meta Quest
Published Work / Meta / Oculus Studios – Ouro / Environment Art / Design and Creative Direction
About: "Super Strike" is a competitive multiplayer shooter on Meta Horizon Worlds, available across both VR and Mobile. The title features tight, arcade-paced gameplay across competitive map layouts designed to support player progression, retention, and live multiplayer competition — and shipped as the platform's #1-ranked title on both VR and Mobile.
Roles & Responsibilities:As Lead Artist for Super Strike, I owned end-to-end environment art for the Broadside and Stadium maps, including locker rooms and new-user experience (NUX) art. I delivered Art Direction, Look Development, Lighting, Atmosphere, modeling, asset texturing, optimization, Set Dressing, level layout, and VFX placement. Every visual decision was anchored to the title's core audience — T.A.Y.A. (Teens and Young Adults) — which shaped color palette, silhouette readability, visual energy, and overall tone to keep the world aspirational, fast-paced, and accessible to new players. I also independently developed the new cross-platform (VR + Mobile) art pipeline used by the team and authored the Ouro Environment Art Handbook used to onboard incoming artists.
Furthermore, along with my individual contributions I served as DRI for the environment pod and coordinated, tested, evaluated and implemented numerous functional elements with engineering (level streaming, UI platforms, bot models), level design, UX/UI, product, marketing, the Metaverse Central design team, and various other parts of the organization — including packaging trailer and promotional assets for external vendors.
Software: Meta Horizon Worlds, Meta Internal Tools, Blender, Adobe Photoshop, Substance Painter
Platform: Meta Quest, Mobile (iOS / Android)