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META • VR Environment Art

Horizon Workrooms

3D Environment Art & Visual Development

META • VR Environment Art

Horizon Workrooms

3D Environment Art & Visual Development

META • VR Environment Art

Horizon Workrooms

3D Environment Art & Visual Development

ROLE

3D Art Generalist

TEAM

Art

Product

META Horizon Workrooms

Timeline

2021 - 2022

ROLE

3D Art Generalist

TEAM

Art

Product

META Horizon Workrooms

Timeline

2021 - 2022

01. Overview

Horizon Workrooms is Meta’s VR collaboration platform. I joined the art team to help build polished virtual workspaces that felt natural and immersive. I worked as an Environment Artist and Generalist, partnering with product designers and engineers to execute the visual targets for specific features, including the exterior worlds, interior customization, and the video chat interface.

01. Overview

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01. Overview

Body text goes here.

02. Skybox & Interiors

I led the development of the exterior skybox, driving the extensive R&D required to ensure the environment held up from infinite viewing angles within the VR space. I collaborated with Art Director Ocean Quigley to refine the final aesthetic, while simultaneously executing visual reskins for the interiors. Additionally, I partnered with product designers to prototype room customization features, using user reviews to validate and iterate on systems like custom branding and posters.

02. Skybox & Interiors

I led the development of the exterior skybox, driving the extensive R&D required to ensure the environment held up from infinite viewing angles within the VR space. I collaborated with Art Director Ocean Quigley to refine the final aesthetic, while simultaneously executing visual reskins for the interiors. Additionally, I partnered with product designers to prototype room customization features, using user reviews to validate and iterate on systems like custom branding and posters.

02. Skybox & Interiors

I led the development of the exterior skybox, driving the extensive R&D required to ensure the environment held up from infinite viewing angles within the VR space. I collaborated with Art Director Ocean Quigley to refine the final aesthetic, while simultaneously executing visual reskins for the interiors. Additionally, I partnered with product designers to prototype room customization features, using user reviews to validate and iterate on systems like custom branding and posters.

03. Video Chat System

I designed the visual language for the video chat system, ensuring the screen felt like a physical object in the room rather than a floating UI. I created a series of motion tests to visualize how the screen should behave - powering on, idling, and expanding as users joined. These motion studies served as the primary visual guide for the engineering team to implement the final behavior.

03. Video Chat System

I designed the visual language for the video chat system, ensuring the screen felt like a physical object in the room rather than a floating UI. I created a series of motion tests to visualize how the screen should behave - powering on, idling, and expanding as users joined. These motion studies served as the primary visual guide for the engineering team to implement the final behavior.

03. Video Chat System

I designed the visual language for the video chat system, ensuring the screen felt like a physical object in the room rather than a floating UI. I created a series of motion tests to visualize how the screen should behave - powering on, idling, and expanding as users joined. These motion studies served as the primary visual guide for the engineering team to implement the final behavior.

04. The Lobby and Furniture

For the V1 Lobby, I partnered with a concept artist to translate their designs into a welcoming 3D entry space. I focused on warm lighting and ambience to ensure the first point of contact for the user felt inviting.

I also modeled and textured a library of chairs and tables for the various workspaces. I ensured that every asset adapted to the specific material palette of its environment, maintaining a unified visual identity across the application.

04. The Lobby and Furniture

For the V1 Lobby, I partnered with a concept artist to translate their designs into a welcoming 3D entry space. I focused on warm lighting and ambience to ensure the first point of contact for the user felt inviting.

I also modeled and textured a library of chairs and tables for the various workspaces. I ensured that every asset adapted to the specific material palette of its environment, maintaining a unified visual identity across the application.

04. The Lobby and Furniture

For the V1 Lobby, I partnered with a concept artist to translate their designs into a welcoming 3D entry space. I focused on warm lighting and ambience to ensure the first point of contact for the user felt inviting.

I also modeled and textured a library of chairs and tables for the various workspaces. I ensured that every asset adapted to the specific material palette of its environment, maintaining a unified visual identity across the application.

05. Outcome

Horizon Workrooms launched successfully in 2021. The systems I helped build—specifically the video chat interface and environmental lighting—established the foundational visual language for the product, helping bridge the gap between 2D and 3D collaboration for remote teams globally.

05. Outcome

Horizon Workrooms launched successfully in 2021. The systems I helped build—specifically the video chat interface and environmental lighting—established the foundational visual language for the product, helping bridge the gap between 2D and 3D collaboration for remote teams globally.

05. Outcome

Horizon Workrooms launched successfully in 2021. The systems I helped build—specifically the video chat interface and environmental lighting—established the foundational visual language for the product, helping bridge the gap between 2D and 3D collaboration for remote teams globally.

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