I am a producer based in San Diego, working in XR and real-time 3D. For eight years I have shipped interactive software and real-time 3D products 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. I also work as a technical artist, with a 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, program manager, technical program manager, technical art, and spatial audio roles, and to production consulting. Email me at pjpariet@gmail.com or download my résumé (PDF).

Experience

Studio Syro, Lead Producer (2019 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 (2024 to 2025)

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

  • Led delivery from first playable to public opening on 29 July 2025, next to the Emperor Qin Shi Huang Mausoleum Site Museum in Xi’an, China
  • Shipped a 40-minute, three-stage VR experience for up to 150 guests per session; an international launch is in preparation
  • Defined acceptance criteria and ran a verification matrix across 16 delivery zones; triaged defects and made fix-or-defer calls at each release gate
  • Managed two external 3D studios and other vendors to scope, milestones, and acceptance criteria across three time zones
  • Ran schedules, budgets, contracts, and change orders across art, engineering, narrative, and operations; set performance and content limits with engineering for standalone headsets in Unreal
  • Ran historical-accuracy reviews and approvals with HTC VIVE Arts and cultural stakeholders; documented decisions; oversaw script, dialogue, and voice-over review passes

Earlier

  • KWEST, Producer and Technical Artist (2018 to 2019). Feature delivery and production coordination for an AR startup; technical art, VFX, materials, shaders, and optimization
  • e-TechServices, Technical Sales Engineer (2018). Server solution design, configuration, and support
  • 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