Dionisio Blanco

Senior Technical Designer, AR/VR

Summary️

Technical designer with 9+ years building spatial computing experiences and games. Background spanning interaction design, gameplay systems, developer tools, and real-time VFX. Strong foundation in 3D math and performance optimization.

Experience

Senior Technical Game Designer
OURO Interactive, Oculus Studios (Meta)
  • Core technical designer on Super Rumble and Super Strike for Horizon Worlds, shipping with 2-person and 5-person engineering teams. Super Rumble earned the platform's first major positive press coverage; led hands-on VR demos for press and attendees at Meta Connect.
  • Architected aim-assist with client-side prediction, actor synchronization, and cross-platform input systems supporting VR and cloud-streamed mobile.
  • Refactored AI behavior trees and built gameplay systems grounded in 3D mathematics (trajectory prediction, transform hierarchies, physics); designed with tunable parameters for rapid iteration.
  • Built developer debugging tool with filtering UI to overcome Horizon's logging limitations; adopted studio-wide and released to external creators. Designed frame distributor to spread expensive operations across frames with priority tuning, ensuring critical gameplay updates never dropped.
  • Prototyped Super Strike's vertical slice in under one week. Designed aim-assist and trajectory prediction to mask ~100ms cloud-streaming latency.
  • Led engineering for 6 months on co-op VR roguelite. Partnered with art director on 1-week sprint to redefine core loop, architecting encounter systems to nail pacing. Delivered playable build to executive review.
Senior Product Design Prototyper
Meta
  • Sole prototyper on Horizon's Integrity team, shipping Pause, Thanks, and voice privacy controls. Owned design through UXR validation; created production art and VFX for Thanks.
  • Built avatar recording system for abuse scenario testing that captured and replayed audio, animation, and transform data. Created networked prototyping environment adopted across Meta teams.
  • Partnered with creative director as sole technical prototyper for Horizon's central hub; built mini-games and spatial micro-interactions including physics-based movement systems. Created shaders for visual effects.
  • Led Emotes from concept to ship: designed interactions, created art and VFX assets.
Lead 3D Artist / Visual Effects Artist
Meta
  • Led 5-person art team delivering Hub demo for Oculus Connect 6 keynote; built environment end-to-end under strict performance budgets.
  • Shipped visual overhaul of Venues Beta; hosted Facebook Connect 2020 to thousands of concurrent VR attendees. Created shaders, established art workflows, and mentored incoming artists.
  • Collaborated with XR Tech (Computational Photography) to visualize depth estimation for SIGGRAPH-published research.
  • Established environment art pipeline with strict performance guidelines; trained artists on baking and lighting workflow.
Art & Design Intern
Meta
  • Built interactive prototypes on WebVR engine (Three.js) across multiple disciplines with creative direction.
Founder
Neotrade VR
  • Founded VR startup; led team to build interactive pitch demo in Unreal Engine. Owned art direction, Blueprints programming, and lighting.

Education

BFA in Game Art & Design
Ringling College of Art & Design
Industrial Design Concentration
Design and Architecture Senior High

Skills

Technical
TypeScript, C#, Declarative UI (reactive, component-based), Unity, Unreal Engine, 3D Mathematics, Shaders, Performance optimization, Rendering pipelines, Prototyping
Art & Design
Spatial UI/UX, UI/UX, Real-time VFX, Technical Art, Lighting, Figma, Maya, Modo, Blender, Adobe Suite, Substance Designer/Painter