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Technical Artist at Meta (2024-2023)

PipelinesTooling MayaBlenderPyQt/PySidePopcornFXProprietary Engine

At Meta, I contributed to a first-person shooter networked multiplayer demo by optimizing 3D asset pipelines, automating PBR material exports with Python tools, and collaborating with engineers and 3D artists to improve workflows for importing environments, weapons, and avatars into the engine.

+ Art Pipelines

Streamlined 3D asset ingestion pipelines for a networked multiplayer shooter, optimizing workflows for importing animated weapons, environment props, and character assets from Maya and Blender into the engine. Collaborated with artists and engineers to ensure performance budgets, naming conventions, and asset dependencies were consistently met.

+ Tooling

Built custom pipeline automation tools in Python (PyQt/PySide) to accelerate artist workflows, enabling one-click export of PBR materials, textures, and 3D models from Maya. Integrated standardized metadata handling and validation systems to reduce export errors, improve iteration speed, and maintain technical compliance across assets.

+ VFX Quality Control

Managed quality control of VFX assets delivered by external vendors, ensuring compliance with technical specifications, artistic standards, and production requirements.

+ Technical Writing

Authored and maintained comprehensive technical documentation for Meta’s proprietary game engine during its early development, detailing VR/AR pipelines across audio systems, physics integration, real-time rendering, shader/material workflows, USD pipelines, and 3D animation formats (FBX, glTF, OBJ). Partnered closely with C++ engineers, technical artists, and designers to define engine specifications, establish asset guidelines, and enable faster onboarding and cross-team collaboration during the engine’s build-out.

Technical Artist for Anouschka (2023)

Augmented RealityUnity C#Shader GraphLighting

Collaborated with the client, project managers, and 3D artists to define the visual direction and deliver high-quality materials, shaders, and lighting while ensuring both visual excellence and technical feasibility.

Defined the lighting style and scene atmosphere, selecting a Unity volumetric lighting solution to create cinematic “god rays” and incorporating baked lighting techniques to balance visual quality and real-time performance.

Created a procedural triplanar ShaderGraph for seamless newspaper-style wall textures, reducing texture stretching and optimizing UV mapping across surfaces, .

Triplanar ShaderGraph


Implemented gameplay-driven ShaderGraphs reacting to AR triggers and user inputs, enhancing immersion in mobile AR experiences.


Prototyped an Audio Interactive Particle Field ShaderGraph

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