
IMMERSIVE VR HOME ENVIRONMENTS - QUEST 2 & QUEST 3
C O N N E C T 2 0 2 5
META REALITY LABS • VR HOME ENVIRONMENTS
VFX • FOLIAGE DEVELOPMENT • CROWD SYSTEMS • LOOK DEVELOPMENT • OPTIMIZATION
A real-time VR Home showcase focused on bringing more life, motion, and atmosphere into the user’s personal space. My work centered on foliage development, environmental VFX, crowd systems, look development, and optimization across multiple vista environments built for Quest performance.


HORIZON CENTRAL








VALLEY
MIDNIGHT
OCEANARIUM
Four distinct vistas were developed for the Home experience, each with its own visual mood, lighting direction, foreground dressing, and environmental identity.
VISTA VERSION
USER EXPERIENCE






ASSET BUILDING • LOOK DEVELOPMENT • SET DRESSING • OPTIMIZATION
HOME LOFT - FOREGROUND FOLIAGE
Owned foliage development for Horizon Central across both close-up Home loft assets and distant vista scenery. Built and refined a reusable foliage asset library, set dressing in close collaboration with Art Direction, guided texture and material quality with artists, and integrated assets into the real-time environment.
FOLIAGE ANIMATION • CROWD SYSTEMS • ATMOSPHERIC VFX • OPTIMIZATION
ENVIRONMENTAL MOTION & VFX
Served as a key point of contact for VFX and animated environment elements across the four CONNECT 2025 sceneries. I helped bridge art and technical implementation by evaluating the best approach for each effect or animation, balancing visual quality, scalability, and real-time VR performance.






Worked closely with Technical Art, Engineering, Animation, and Art Direction to develop motion systems, shader-supported animation workflows, and artist-friendly processes. My work included foliage animation, crowd movement, atmospheric effects, water motion, and large-scale environmental VFX, with a focus on making the vistas feel more dynamic and alive inside the headset.
External Full Experience Capture



Contributed to raising the visual fidelity of Quest Home environments by transforming static spaces into more immersive, atmospheric, and dynamic worlds.
O C E A N A R I U M
META REALITY LABS • 2024 • VR HOME ENVIRONMENT
TECHNICAL ANIMATION • VFX STRATEGY • VAT SYSTEMS • INSTANCING • OPTIMIZATION
Oceanarium was a large-scale immersive Home Environment focused on creating a rich, lifelike underwater world with a strong sense of motion, atmosphere, and visual depth. The project brought together animated sea life, foliage, bubbles, water effects, lighting, and environmental VFX to make the space feel alive while still respecting the performance needs of real-time VR.








My role sat between art and technical execution. I helped define and implement animation approaches across different asset types, choosing the right motion techniques based on each asset’s visibility, complexity, scale, and distance from the user. For creature animation, I worked closely with animators and artists to guide the movement of underwater life, from hero creatures to large schools of fish. I mapped movement paths, helped shape the overall flow, and supported collision-free placement so the ocean felt populated, natural, and dynamic.
For the schools of fish, I drove the procedural animation and implementation workflow from the art side, helping create flexible systems that made it possible to fill the environment with varied motion efficiently. This allowed the scene to feel alive and responsive while keeping iteration fast and manageable.




I also drove much of the foliage and coral animation effort, from look development and motion direction through implementation and optimization. Using a procedural animation and instancing system developed by our technical art team, I led the visual rollout and refinement of foliage and coral motion across the environment. This included balancing natural movement, visual variety, and environmental density within the needs of a real-time VR experience.
Beyond the core animation work, I contributed to the overall VFX and atmosphere of the scene, including the skybox, animated surface water, godrays, water caustics, and other environmental effects that supported the underwater mood. Across the project, my focus was to help make Oceanarium feel visually dense, dynamic, and immersive while staying mindful of the performance constraints of real-time VR.

External Full Experience Capture
By combining creative direction, technical problem-solving, and cross-disciplinary collaboration, I helped establish a higher bar for environmental animation and visual fidelity within Quest Home experiences.
L A K E S I D E P E A K
META REALITY LABS • 2023 • VR HOME ENVIRONMENT
WATER VFX • ATMOSPHERIC MOTION • FOLIAGE SYSTEMS • TECHNICAL ART • OPTIMIZATION
Created waterfalls, streams, lake movement, fog, and sunrays for one of Meta Quest's most photorealistic VR Home environments, shaping its final sense of scale, atmosphere, and believable motion.
Built lightweight animation approaches across water cards, foliage rigs, and environmental effects, preserving visual quality while supporting responsive real-time performance.









External Full Experience Capture
B L U E H I L L G O L D M I N E
META REALITY LABS • 2023 • VR HOME ENVIRONMENT
ENVIRONMENTAL MOTION • DUST FX • CREATURE DEVELOPMENT • RIGGING • OPTIMIZATION
Enhanced the environment's sense of life and atmosphere through optimized motion systems, creature development, and real-time visual effects.
Led a comprehensive optimization pass across environment assets, more than doubling performance efficiency while maintaining visual quality.







External Full Experience Capture

