Post Capture Filters
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AR has primarily focused on content from the live camera. Post Capture filters use photos already in the camera roll, allowing users to be more prescribed with the way they want to customize their content. I designed and pushed the development of procedural tools that allow users to be creative and unique with their photos
Brent Wong
714.717.9709 | superbeez@gmail.com
Who?
An innovative and collaborative designer, with an extensive background in the animation and tech industries. Strong skills in art direction, visual storytelling and product thinking. Known for being an inspiring team lead in designing and building creative strategy for AR products.
Experience
Facebook, Senior Designer Nov 2016 – Dec 2020
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Design Lead, Avatars
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Drove the creative vision and strategy for Avatar products on Messenger.
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Led a team of Tech Artists and external creative partners to define the visual look and feel as well as animation styles.
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Created visual style guides, and pitch materials to inform product direction.
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Project managed and creatively directed multiple projects.
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Developed animation pipelines and workflows.
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Collaborated with XFN teams companywide (Product, Research, Engineering, Marketing) to align on expectations and goals.
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Established new initiatives that increased the quality bar of AR Filters and drove user engagement to allow Messenger to have over 1 Billion AR sessions.
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Managed multiple vendors and created the departments best practices with vendors that led to more efficient and higher quality work output.
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Mentored other teammates on design and animation.
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Drove initiative that fostered new communication between Art and Engineering, which led to innovation and new features in the product.
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Created vision for the future of AR products on Facebook
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Created AR Birthdays, the first World AR experience on Facebook to be promoted directed in News Feed.
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Collaborated heavily with Engineering and Product teams to build and market products internally.
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Lead brainstorms to develop new compelling use cases and design flows to en
Facebook Camera
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Designed and created content for Mark Zuckerberg’s 2017 F8 AR presentation.
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Developed vision for AR Games, AR Pets, and Persistent AR to bring utility to the AR platform.
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Created prototypes, vision videos, pitch decks to promote AR products internally.
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Worked closely with Engineering, Product and User Research teams to
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Created strategy to push Facebook’s Camera First Initiative.
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Collaborated with Engineering to develop AR trackers (Facial, World and Target AR)
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Created Instagram’s first World AR experiences.
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Played a key role in the hiring / building the Facebook Camera team.
Apple, Senior CG Generalist July 2015 – Nov 2016
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Created super-hi-res renders of Apple products for use in company’s big Keynote presentations and throughout their international marketing campaign.
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Lead CG team’s design practices that increased visual quality and speed.
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Established new CG pipeline and Maya / V-Ray workflow.
DreamWorks Animation, Modeler Nov 2011 – July 2014
Productions: Peabody and Sherman, Penguins of Madagascar, and B.O.O. University
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Designed and modeled characters, props, and environments
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Developed new systems to build background characters more modularly
Lucasfilm Animation, Senior Pre-Production Artist Aug 2008 – Nov 2011
Productions: Star Wars: Detours, Strange Magic
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Worked directly with the Art Director to define the film’s world.
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Built previz sets to allow the Director to interact and setup shots in real-time.
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Character development through facial expression exploration.
ImageMovers Digital, Character Modeler and Stereoscopic TD Oct 2008 – May 2010
Productions: Yellow Submarine, Mars Needs Moms, A Christmas Carol
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Modeled characters and sculpted blend shapes using Facial Action Coding system.
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Designed and modeled environments
Blue Sky Studios, Modeler and Lighting TD Sept 2006 – Sept 2008
Productions: Ice Age 3, Horton Hears a Who!, Rio
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Collaborated with Art Directors to develop the visual look of characters in 3D
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Created alongside Designers to model environments and scene sequences.