Meta Horizon Workrooms
3D Artist (Oculus or Facebook Reality Labs)
2020-2025
*Please note that due to the confidential nature of my role, I am unable to share non-public imagery or disclose specific details about upcoming projects and announcements.
I have spent over 5 years crafting the virtual office and meeting rooms experience for Meta Horizon Workrooms, part of the Metaverse initiative.
After completing my degree, I was scouted by Meta (Facebook) and joined the small Art Team as one of a few 3D Artist's in the UK. From ideation to shipping, I played a key role in creating and leading the development of 3D content, ranging from vast virtual environments to intricate feature-focused assets such as virtual keyboards and furniture. Let's break it down!
Shaping the Metaverse Experience
As the Metaverse concept took shape, Workrooms evolved from fantasy to reality. Our vision went beyond entertainment and social interaction – we aimed to revolutionize remote work by providing an immersive experience that crossed geographical boundaries in a unique way, beyond a 2D screen.
This approach enabled global collaboration and connection in a shared virtual space, fostering enhanced co-presence and enabling opportunities for me to be part of countless cross-disciplinary collaborations.
As a 3D artist, I represented Art in dozens of feature-focused projects, driving end-to-end experiences that encompassed 2D/3D design, content creation, quality assurance, user research, prototyping, pitching, and documentation. I often led Art efforts, providing Meta leadership with comprehensive insights to inform product direction and decision-making.
Throughout my work on diverse projects, such as virtual pen controller ergonomic prototyping, Avatar gesture High Five VFX, the aforementioned virtual keyboard assets, and user seated sightlines on desks, I have refined my ability to communicate complex ideas effectively across disciplinary boundaries, even in the face of profession specific terminology.

My High Five and Fist Bump Avatar Gesture VFX

Fist Bump VFX
Logitech Keyboard
Apple Mac Laptop

Example of my City Environment (Light) & Virtual Desks
Crafting Immersive Virtual Environments
One notable section of the Metaverse experience I was heavily involved in was creating and collaborating on over 10 virtual environments (Meeting Rooms & Personal Offices), each designed to convey quality, comfort, and engagement, ultimately influencing user time spent within the product.
Workrooms Promotional Image, Lakes Meeting Room

Workrooms Promotional Image, City Meeting Room

Workrooms Promotional Image, City Meeting Room

Workrooms Promotional Image, Dark Solo Office
Workrooms in VR, Fireplace Cabin Solo Office
Workrooms in VR, Fireplace Cabin Solo Office
Below is an example called "Lakes". We created this as an updated version of the original Lakes environment, with a focus on a highly detailed immersive space, a significant upgrade seen throughout the Metaverse at the time. I believe that attention to detail is crucial in creating immersive environments for VR. The unique challenges posed by close proximity, perception of scale, and unrestricted camera movement require precision and accuracy.
Users would choose and transition to these virtual environments based on personal preference, ideal working setup, or as a refreshing escape from their real-life settings, fostering greater productivity. I was always excited at the valuable opportunity to leave a lasting impression on users on the creative choices and content I've made.
I consistently aimed to incorporate thoughtful, personalized details, such as carefully placed props that follow design theory and a cohesive design language, all within the strict boundaries of our art style and hardware limitations.
Lakes Personal Office, Workrooms Beta 2025
Lakes Personal Office, Workrooms Beta 2025
Workrooms in VR, Lakes Solo Office

Workrooms in VR, Lakes Loading Screen
