I owned and shipped over half of those scenes end-to-end — design, look, and interactive behaviors responding to viewers on the floor. I built the team's shared USD scene-assembly and Karma / XPU rendering pipeline, and made the key technical decisions on asset optimization, caching, render-pass strategy, and delivery, including management and debugging on the Linux render farm. Final playback ran in TouchDesigner, combining pre-rendered content with real-time interactive layers.
For the scenes I authored, I designed complex shader and material networks for the installation's 8K presentation. Procedural scene creation and material development were part of the same look-development workflow.
This page focuses on my contribution. Complete project context and team credits are available on the official project page.






