I direct the visual work, and I build the systems that ship it. Two jobs that usually sit on either side of a handoff.
2015 – 2022 · Research group
Facebook Reality Labs Codec Avatars
One person, photoreal.
Do they accept it?
2022 – 2026 · Production team
Meta Horizon Avatars 2.0
Everyone, stylized.
Do billions accept it?
I led hair as a category through the Avatars 2.0 launch.
Meta Avatars 2.0 is Meta's new stylized avatar system: how people show up across its apps. I ran the hair category end to end through the 2024 launch, covering the look, the catalog, the production system behind it, and the team that built it.
- ~100 hairstyles
- shipped in the new style, still the live catalog today
- 0 → 90%
- of the legacy catalog covered, in one half, so existing users kept their look
- 5 surfaces
- Facebook, Instagram, WhatsApp, Messenger and Horizon, available to billions
Visual direction for hair inside the art director's style standard: a curated launch catalog, a 3D style guide for the category, and the representation framework that defined what coverage had to mean.
The production system underneath it: pipeline, vendor onboarding, quality rubrics and batch review, plus the hair-sim feasibility bridge between vis-dev and tech art.
Rebuilding a catalog looks like a scoping problem until you ask what it actually has to cover. Defining that, and making it measurable, is what turned representation into something the team could plan and fund rather than assess at review.
How we defined coverage →I found out what people would accept as themselves.
Codec Avatars is Meta's photoreal avatar research: rebuilding one specific person closely enough that the reconstruction reads as them. One person at a time, each of them someone you could ask. I was on it for six and a half years, at Facebook Reality Labs in Pittsburgh.
Knowing a smile is wrong before you can say why. Then making the right one, because “wrong” is not something a system can be aimed at.
Handheld scanning, scan processing, sculpting, expression shapes authored on the facial rig, and cloth simulation. A new tool each time the research moved.
Everything we learned came from a small group of people we already knew. The work was deciding which of those findings would still hold for someone we would never meet.
What transferred, and what didn't →The eye, trained on a decade of characters.
Knowing why a silhouette reads, why a face holds. Taste I earned over years of character work.
The topology, the sculpt, the technical craft that turns the read into a built asset.
Deep archive → ArtStation
I build with AI to find out what I can direct.
Generating good work got cheap. Directing it exactly where you want it did not. The question I keep coming back to is not how much a model can do alone, but where you get to step back in, and whether what comes out is still yours.
The agentic systems, the tooling, the procedural pipelines. Built to find where the control points are.
Art direction applied to a new material. Making sure my own aesthetic comes through the model.
Codec Avatars, then Avatars 2.0, now agentic AI. The same job each time: finding out what a new technology can actually deliver, and what a person will accept from it.