Facebook AR
AR Effects were added to make Facebook a more fun and creative social platform. Simultaneously, there was an objective to build a platform for people and businesses to create their own AR Effects.
My impact included:
Building first party effects, experiments, and partnership IP effects using JS scripting, Maya, Photoshop, and Spark AR Studio.
Pushing boundaries of the AR platform and communicating needs to the engineering team on new visual feature development.
Testing new features and documenting findings for the platform team.
First Party Original Effects
Facebook Camera needed a base set of high quality effects to inspire creators.
I was the first technical artist with the AR team and utilized both my creative and technical skill sets to create fun, engaging, and performant effects. As our scope increased, I built out a technical art team to increase our output and influence in developing the platform.






Collaboration Effects
Facebook Camera became a sought after platform for collaboration with external artists and brands.
Partnering with the internal art team, I built many effects using a combination of delivered and original content. Some of these collaborations were Hattie Stewart, Douglas Coupland, Bruno Mars, Justice League, Marvel, Alien, Smurfs, Minions, Nike, and the Sochi Olympics.






Experimental Effects
Some effects were created for the purpose of trying something new and seeing how far the existing tech stack could get us.
I created experimental effects that tested interactive capabilities, visual quality, and technical constraints. Some examples of this were creating the first Facebook AR game, location tracking, blendshape functionality, and real world tracking.




