(1) Rexy WebGL Assistant

(2) Looking Glass hologram experience, and (3) day-to-day campaign asset production.

My role

For WebGL Assistant, I owned the Rexy character state machine and full animation behavior setup. I built an interactive state-switch prototype in Three.js and handed that logic to the frontend designer for language-model connection. Also worked on all the character visuals and animation.

For Looking Glass hologram, I independently delivered the full pipeline from visual development to programming, including Unity real-time playback implementation and a companion iPad app workflow.

For campaign assets, I produced and finalized smaller image/video outputs to delivery-ready status.

Team setup

  • Three-track production structure: WebGL assistant, hologram installation, and campaign asset stream.

  • On WebGL assistant, my responsibility focused on all character-related content.

  • For Looking Glass delivery, I directly coordinated with the Looking Glass team on hardware and plugin-side requirements.

Workflow

  • WebGL track: prototype state-switch interaction in Three.js, then collaborate with frontend integration for LLM-linked behavior.

  • WebGL delivery pivot: transition from fully real-time 3D interaction toward frontend playback switching of AI-generated animation clips.

  • Hologram track: quickly learn and apply Looking Glass Unreal/Unity plugin constraints, then build Unity real-time playback content.

  • Hologram track: implement and create a simple iPad control app and related iOS app release tasks.

  • Campaign track: produce small-format image/video deliverables and iterate until approved delivery quality.

Key deliverables

  • Rexy WebGL character state-switch logic and animation behavior design.

  • Three.js interactive prototype for frontend + language-model integration.

  • AI-generated animation clip set for frontend state-based playback.

  • Fully self-built Looking Glass hologram experience (visual plus programming).

  • Unity-based real-time playback setup and iPad-side control flow for Looking Glass use.

  • iOS app publishing support tasks tied to project delivery.

  • Ongoing campaign-ready image and video assets for Coach content needs.

Technical challenge

Each track had different runtime and delivery constraints. On the WebGL assistant, the challenge was handling a production pivot from fully real-time Three.js interaction to frontend-triggered AI animation playback while preserving clear state logic and character consistency. On Looking Glass, the challenge was rapidly learning hardware-specific Unreal/Unity plugin ecosystems and coordinating directly with the hardware team to deliver stable real-time content and app-side control.

Outcome

Delivered all three tracks into usable production states, including a production-ready WebGL state-switch flow, a functioning Looking Glass real-time Unity setup with iPad control path, and independent campaign asset delivery.