KAT YU ART
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  • Meta Avatars 2.0
  • Meta Avatars 1.0
  • Horizon Projects
  • Spark AR - Commerce & Scenes
  • AltspaceVR
  • Personal Work
  • Info/Resume
  • Blog
  • Home
  • Meta Avatars 2.0
  • Meta Avatars 1.0
  • Horizon Projects
  • Spark AR - Commerce & Scenes
  • AltspaceVR
  • Personal Work
  • Info/Resume
  • Blog
KAT YU ART

Horizon Venues 2.0

Building Social Event Worlds at Platform Scale

As Lead Artist on Horizon Venues 2.0, I helped build the experience from the ground up — shaping the visual identity, environmental storytelling, and social atmosphere for live events across the Horizon platform.

My work spanned launch environments, themed activations, and major platform moments such as Facebook Connect, where we explored how space, lighting, and staging could support large-scale social interaction.
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In addition to hands-on environment creation, I led art direction across the Venues team — prioritizing deliverables alongside design and engineering, delegating work, running critiques, and ensuring visual cohesion across the broader product experience.
Marketing Renders

Platform Exploration & Spatial Design
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I contributed to early platform exploration and spatial prototyping — iterating on venue layouts, architectural block-ins, and floorplan concepts to support both usability and spectacle.  Some of the elements that were explored included seating layouts, sightline and visibility, areas of interest, and spatial flow.
This work balanced product design needs with environmental storytelling, ensuring spaces felt both navigable and complimentary to event viewing and participation.

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Facebook Connect 2020 — Avatar Apparel Activation
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To support social engagement during Facebook Connect, our team introduced event-exclusive avatar apparel designed as conversation starters.

​I collaborated with product design to concept and develop industry-themed networking t-shirts, creating texture designs and working with engineering partners to bring the assets into the live product environment.

This initiative explored how wearable design could facilitate social interaction within virtual event spaces.
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2D Mock Ups
In-App Final Assets
Avatar Crowd Systems
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I also supported the development and visual tuning of avatar crowd LODs — ensuring large social gatherings maintained visual clarity and performance while preserving character readability.
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In the Media

WingStrikers

Art Direction for Early Horizon Gameplay Experience

Wingstrikers was one of the first internally developed Horizon games — an early exploration of social, competitive gameplay within the platform.  I joined mid-development as Lead Artist, helping evolve the game’s visual identity and environmental clarity leading into showcase moments.

Environment & Lighting Direction

I revamped the lighting and atmospheric treatment across the full game map — refining mood, visibility, and gameplay readability while enhancing visual cohesion.
This included surfacing and coloring all environment assets using vertex techniques, balancing performance constraints with stylistic clarity.
In-Game Renders of Final Lighting and Model Re-work

World-Building & Visual Refinement
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In collaboration with concept partners, I helped redesign and model environmental assets — refining silhouettes, spatial readability, and thematic tone across the play space.
My work ensured the world felt visually engaging while supporting gameplay flow.


Promotional Imagery

I staged and captured marketing screenshots used for promotional campaigns and major showcase moments, including Oculus Connect presentations.
These visuals focused on player interaction, environmental scale, and gameplay energy.
Marketing Art for OC6

In the Media
Wingstrikers was featured in the Oculus Connect keynote, demonstrating early platform gaming experiences.