I am a producer and technical artist based in San Diego, working in immersive, game, video, and animation production and real-time 3D. For eight years I have shipped immersive, game, and real-time 3D work for Meta and HTC VIVE Arts, as the lead producer and as a hands-on technical lead.

I run delivery end to end: scoping, budgets, contracts, schedules, vendors, testing, and release. On the technical art side I focus on shader development and performance for standalone headsets, Quill-to-engine workflows, spatial audio, and the tooling and source control that keep artists and developers moving in Unity and Unreal.

My job is to keep vision, process, and execution aligned so teams can do their best work and ship with confidence. I care about the overlap between creative and technical work, because that is where the strongest results come from.

I am open to producer, technical producer, production manager, creative producer, and creative technologist roles. Email me at pjpariet@gmail.com or download my résumé (PDF).

Experience

Studio Syro, Lead Producer (2020 to present)

Commissioned interactive production for Meta. San Diego, with a distributed international team.

  • Delivered four products for Meta, including the seven-episode Tales From Soda Island series, funded and published by Meta, with 5 million+ views
  • Launched Spatial Mailbox on Meta Quest in May 2026: built the Firebase backend, the React admin dashboard, and the release process, and run support after launch
  • Produce and operate River Rush (April 2026), a free-to-play multiplayer world on Meta Horizon Worlds with a live cosmetics economy
  • Contribute to Smoothstep’s open-source Immersive Media (IMM) format, originally built at Meta: fixed Vulkan rendering defects and shipped a Quest player plugin
  • Write and negotiate contracts, change orders, and milestone invoicing with Meta; track spend weekly and re-scope early when a milestone is at risk
  • Hire, contract, and mentor a distributed team and a vendor network of studios, engineers, composers, and sound designers
  • Hold performance budgets (frame time, draw calls, memory) alongside financial ones; built the Quill-to-engine pipeline and shader optimization the series shipped on
  • Other credits: The Art of Change (Venice 2024, SXSW 2025), Reimagined Vol. I: Nyssa (Venice 2022), PondQuest, concert visuals for Bad Bunny and Mr. Bill, the Slushii music video Dreaming of You / Far Away, environments for Paradiddle VR, and the Dawson College Virtual Vernissage

Wevr, Line Producer, location-based VR (contract, Sep 2024 to Jul 2025)

Terracotta Warriors: Secrets of the First Emperor’s Mausoleum, for HTC VIVE Arts. Los Angeles and Xi’an.

  • Coordinated production across Wevr and partner teams in Los Angeles, Atlanta, Malta, the UK, Taipei, and Xi’an, reporting to the CEO
  • Kept schedules, budgets, and contracts on track with external studios, including the Atlanta interactive developer MotR
  • Tracked builds, reviews, and fixes from first playable through beta to the public opening on 29 July 2025, running in Unreal Engine on standalone VIVE Focus Vision headsets for up to 150 guests per session
  • Organized script, dialogue, and voice-over reviews and historical-accuracy approvals with HTC VIVE Arts

Earlier

  • KWEST, Producer and Technical Artist (2018 to 2019). An AR startup building location-based mobile games. Started as technical artist (3D models, animation, UI, particles, materials, and shaders in Unity for iOS) and stepped up to producer, running feature planning and releases for a team of engineers, artists, and designers; produced demo builds and highlight reels, including a Niantic demo and a Mastercard reel
  • Perilous Orbit, Technical Artist Intern (2017 to 2018). Unreal Engine 4, shader networks, visual scripting, and C++ on VR projects
  • University of Florida Digital Worlds Institute, AV Technician and Student Assistant (2016 to 2017)

Recognition

All recognitions →

  • SIGGRAPH Spatial Storytelling 2025, published paper: Creating a Universe from Scratch: Studio Syro’s Handcrafted VR Pipeline (with Nick Ladd)
  • SXSW 2025, Narrative VR selection, The Art of Change
  • 81st Venice International Film Festival (2024), Immersive, The Art of Change
  • Mediterranean International Film Festival (2024), Best VR Works, Tales From Soda Island: The First Ingredient
  • Webby Awards (2024), Nominee, Best Narrative Experience, Silence: Tales From Soda Island
  • 80th Venice International Film Festival (2023), Immersive, Tales From Soda Island: The First Ingredient
  • ACM SIGGRAPH 2023, VR Theater, Reimagined Vol. I: Nyssa
  • 79th Venice International Film Festival (2022), Immersive, Reimagined Vol. I: Nyssa
  • SIGGRAPH 2021, VR Theater, Tales From Soda Island: The Neon Jungle
  • Springer (2018), published paper: Assessing the Effectiveness of Emoticon-Like Scripting in Computer Programming

Skills and Tools

Production and program management: contracts, milestones and invoicing, budgets and spend tracking, risk registers, acceptance criteria and verification, vendor management, Agile and Kanban, release planning, festival submissions

Engines and XR: Unity (Quest and Android), Unreal Engine 5, OpenXR, Meta Presence Platform, hand tracking, passthrough, location-based VR workflows, Quill-to-engine pipelines, spatial audio design and implementation

Technical: GLSL, HLSL, Shader Graph, Vulkan, Unity Profiler and Unreal Insights; Firebase (Auth, Realtime Database, Cloud Functions), Node.js, TypeScript, REST and WebSocket, Python data pipelines and model evaluation

Tools: Git, Perforce, CI/CD, Figma, Adobe CC, Miro, Notion, Asana, Trello, Ableton Live

Education

University of Florida, Bachelor of Arts, Digital Arts and Sciences