Meta World Generation
Turning a text prompt into a coherent, navigable world.
World generation extends AI from making images and objects to creating places people can navigate. My work connects 3D research with interactive creation, turning model capabilities into environments creators can explore, edit, and build on.
I focused on world representation and agentic orchestration, driving Meta Reality Labs’ AI product pivot through executive demos and advancing world-generation and playable-creation initiatives.
Working with XRT and MSL, I connected LLM and 3D-generation capabilities with user needs through model evaluation. I aligned cross-functional teams around product vision and Meta Connect storytelling, driving research progress into agentic product experiences across Meta AI app, Meta Horizon app, and Meta Horizon Studio.
- Focus
- Applied AI, Generative 3D, world model
- Platform
- Research system for generating navigable 3D environments, with outputs compatible with game engines, mobile, and web
- Role
- Product Design Lead
- Responsibilities
- executive demo, model eval, system prompts, art direction, AI assistant, user experience and interface design, 3D workflow system, compute use harness, data curation, competitor analysis, org operation, planning, product strategy

I connected 3D research to creation.
From individual objects to complete environments, each step expands what people can create. How a world is represented determines how it can be explored, edited, and connected to agents.
01Asset Generation
The progression begins with an image or prompt becoming a 3D asset. Meta AssetGen gives creators building blocks they can place and refine, with a consistent visual style across objects. This opens up uses from world-building and prototypes to spatial interfaces, 3D icons, and brand experiences.
Interface design in engine

02Environment Generation
To work within the limits of early AI models, I combined asset and world generation with Houdini’s procedural tools to create fully controllable environments. Skybox, audio, and effects generation brought these environments together into production-ready worlds. I designed every generator around a shared chat experience, so creators could move between capabilities without learning a new interaction pattern each time.
Research
Interface design in engine


03World Generation
Across world-generation research, I considered three approaches to representation: multi-view video for visual and spatial consistency; meshes combined with scene layout for editable geometry and control; and NeRF or Gaussian splatting for faithful reconstruction. Each approach shapes how people can experience and work with a world.
Meta’s WorldGen research connects scene planning and 3D generation with coherent, navigable environments. Editable geometry and compatibility with game engines bring representation research closer to the practical needs of interactive creation.
04GSplat (Hyperscape)
Gaussian splatting offers a path grounded in captured reality. Hyperscape illustrates how the appearance of a physical place can be reconstructed for immersive viewing, extending the exploration of world representation to spaces that already exist.
I believe world models will find their next wave of adoption in consumer applications, where people can experience, create, and act within these spaces.

Agentic World Creation
From research to creation products shipped to the general public.
I frame world models through three layers: predictive dynamics, world representation, and agentic orchestration. My work focused on representation and orchestration, connecting LLM and 3D-generation capabilities with user needs, model evaluation, and a cohesive creation workflow.
I brought cross-functional teams together around executive demos and Meta Connect storytelling, advancing world generation and playable creation. The work progressed into agentic creation products shipped to the general public across Meta AI app, Meta Horizon app, and Meta Horizon Studio.
