I put imaginary things in the real world.

Staff Technical Artist & Creative Lead at Niantic Spatial. Keeping the production running fast and the iteration loops short.

Keir Rice

Creative Leadership

Crossing the boundaries between art, engineering and design, holding the vision and building teams that ship.

Spatial & AR

A decade putting imaginary things in the real world: XR games, AR features and spatial-computing prototypes for millions of players.

Pipelines & Tools

Designing, building and optimizing content pipelines and tooling so production runs fast and iteration loops stay short.

Kia ora, I'm Keir.

I've been making games since 2008, with a focus on mixed reality for over 10 years.

I started my career as a Technical Artist. A person who fills the gaps in the team, bridges disciplines, and takes on the challenges that can only be solved with cross-domain knowledge. That mindset led me to work on a bunch of really cool stuff. A career highlight was redesigning the Pokémon GO AR photography experience. Or getting to build first-party content for pre-release AR glasses, very sci-fi.

These days I work mostly as a Creative Lead and Art Director, holding the vision for a feature and bringing a team with me to ship it. That means setting the quality bar, aligning art, design and engineering on a shared goal, and finding the technical path that lets an ambitious idea actually run.

I still keep my hands on the tools: gameplay programming, pipeline development, shaders, UX design. It's what lets me talk to every discipline in their own language, and build the kind of collaborative space where everyone can shape the vision and do their best work.

If any of this sounds useful to you, let's talk.

Ngā mihi Keir

Projects

A selection of the games and experiences I've helped bring to life.

Niantic Spatial · Art Director

Meow Wolf

I stepped into the Art Director role for a Meow Wolf proof of concept, merging real-world locations with mobile gameplay and high-end AR artworks. The brief was to hold a "mind-blowing" visual bar while staying true to Meow Wolf’s surreal, instantly recognisable brand.

Leading the creative and technical art on this closed proof of concept, we explored new ways to connect physical discovery with digital storytelling, laying the foundation for a global AR experience centred on collaborative universe-building.

Pokémon GO: AR Photography, image 1
Pokémon GO: AR Photography, image 2
Pokémon GO: AR Photography, image 3
Pokémon GO: AR Photography, image 4
Pokémon GO: AR Photography, image 5
Pokémon GO: AR Photography, image 6
Pokémon GO: AR Photography, image 7
Pokémon GO: AR Photography, image 8
Pokémon GO: AR Photography, image 9
Pokémon GO: AR Photography, image 10
Pokémon GO: AR Photography, image 11
Pokémon GO: AR Photography, image 12
Pokémon GO: AR Photography, image 13

Niantic · Creative Lead

Pokémon GO: AR Photography

I led the overhaul of AR photography in Pokémon GO, letting players place multiple Pokémon together in the real world and frame their own shots.

I defined the vision for the feature and consistently drove the effort to deliver something well-rounded, cohesive and genuinely fun, collaborating with teams across the company and around the world. Contributing hands-on to design, user experience, technical art and programming.

Dr. Grordbort’s Invaders, image 1
Dr. Grordbort’s Invaders, image 2
Dr. Grordbort’s Invaders, image 3
Dr. Grordbort’s Invaders, image 4
Dr. Grordbort’s Invaders, image 5
Dr. Grordbort’s Invaders, image 6
Dr. Grordbort’s Invaders, image 7
Dr. Grordbort’s Invaders, image 8
Dr. Grordbort’s Invaders, image 9

Magic Leap · Weta Gameshop

Dr. Grordbort’s Invaders

Grab your raygun and defend your home from hordes of evil robots, alongside the voices of Stephen Fry, Rhys Darby and Lucy Lawless in an action-packed, room-scale shoot-’em-up.

As a Technical Artist for Dr. Grordbort’s Invaders, Magic Leap’s flagship game, I played a key role in ensuring optimal performance and visual quality for the Magic Leap One platform. Much of the art team came from a film VFX background, so I guided them with asset budgets and profiler-driven optimization, helping our game run smoothly and stay visually stunning on mobile hardware.

Awards & honours

  • Winner · NZ Games Festival Pav Awards 2019 — Slice of Heaven Grand Prize
  • Winner · Wellington Gold Awards 2019 — Wellington Creative Gold
  • Finalist · 22nd Annual D.I.C.E. Awards — Immersive Reality Technical Achievement
  • Finalist · VES Awards 2019 — Outstanding Visual Effects in a Real-Time Project
“More than anything, I'm proud to help teams ship great games.”
Dr. Grordbort’s Boosters

Magic Leap · Weta Gameshop

Dr. Grordbort’s Boosters

Pilot a Dr. Grordbort’s Industries rocketship through your living room to collect gubbin asteroids, denying the robot planet a crucial source of fuel. Room-scale AR for the Magic Leap One.

Grordbattle

Magic Leap · GDC 2019

Grordbattle

A multiplayer, location-based AR battle shown at GDC 2019. Players duel with ray guns while taking cover behind the real-world environment, all resolved, of course, over a nice cup of digital tea.

Sidhe

Console Titles

Before mobile and AR, I was Lead Technical Artist at Sidhe. Working on titles like Jonah Lomu Rugby Challenge, Blood Drive and Madagascar Kartz. I built the technical art team and owned the tools and content pipeline behind them.

PikPok

A Selection of Mobile Titles

My technical art crew was structured as a shared team across the whole company. It meant we got to have a hand in most of the projects, with major contributions whenever there were hard problems to solve.

  • Robot Unicorn Attack 2 Robot Unicorn Attack 2
  • Giant Boulder of Death Giant Boulder of Death
  • Flick Kick Football Legends Flick Kick Football Legends
  • Rival Stars Basketball Rival Stars Basketball
  • Into the Dead Into the Dead
  • Monsters Ate My Condo Monsters Ate My Condo
  • Turbo FAST Turbo FAST
  • Doomsday Clicker Doomsday Clicker
  • Dungeon, Inc. Dungeon, Inc.
  • Breakneck Breakneck
  • Four Letters Four Letters
  • Adventure Xpress Adventure Xpress
  • Shadow Wars Shadow Wars
  • Extinction Squad Extinction Squad
  • Rise of the Guardians Rise of the Guardians
  • Shatter Shatter
  • Flick Kick Football Flick Kick Football
  • Bird Strike Bird Strike
  • Zen Puzzle Garden Zen Puzzle Garden

Technical Work

Much of a technical artist's work goes unnoticed, yet it's crucial. It's the custom tool that saves an artist five minutes every time they test an asset, or the glue code that stops a simple typo from costing hours of debugging, or the quiet system running integrity checks before a problem can escalate. Most of it is integral yet invisible; here are a few examples self-contained enough to capture in an image.

Meow Wolf Portal Rendering Under NDA

Niantic Spatial · Real-time rendering

Meow Wolf Portal Rendering

Portals were central to the Meow Wolf brief, so we pushed past the classic 'flat doorway', to a spline-driven 3D tube. It refracted the world while offering peeks into the TAVE dimension. Push your phone through and the real world dissolved away.

Under the hood, a render pipeline blends the AR feed, real- and TAVE-world geometry and the skybox, juggling stencil, depth and sort order at a high frame rate.

gsplat-unity

Open source · Gaussian Splats

gsplat-unity

Open-source contributions to gsplat-unity, a Unity renderer for 3D Gaussian Splatting. I added a global, depth-sorted draw path that merges each renderer’s sort buffer into a single GPU draw, so splats from multiple renderers interleave correctly in one scene, via new compute shaders and a reworked render loop.

Deliver

Asset pipeline

Deliver

A tool for comparing changes to an asset’s mesh and textures before pushing files to Unity. The interactive viewer supports FBX and OBJ, renders with our custom game shader, and binds textures and maps when available. Built in Python with Qt and PyOpenGL.

Bakenator

Pipeline tooling

Bakenator

Bake Substance Designer maps from inside Maya. It exports the required mesh data, bakes maps from templated settings, and generates Designer files from a template, taking away the time-consuming job of hooking every map into the correct slot.

Animation Clip Tools

Pipeline tooling

Animation Clip Tools

Slice the animation timeline into individual clips, then export them in a non-destructive, repeatable way. It also supports importing multiple clip files and laying them back out onto the timeline.

Frame Log

Performance

Frame Log

A command-line tool for parsing Logcat streams from Magic Leap devices and extracting real-time performance metrics. It tracked game-flow state too, so we could correlate performance back to specific areas of the game.

Asset pipeline

Juxtapose

A tool for visually comparing packed textures and images, inspecting channels together or independently, with options to display the delta between two images. Built in Python with Qt and Pillow.

Experience

Where I've been and what I've shipped.

Staff Technical Artist & Creative Lead

Niantic Spatial, Inc.

May 2025 – Present

On Niantic's Spatial Solutions team, where we build demos, put our spatial-computing services through their paces, and help deliver tailored solutions for customers. My focus is the creative and technical art that makes those experiences land.

  • Art Director on a closed Meow Wolf proof of concept: merging real-world locations with mobile gameplay and high-end AR artworks, hitting a “mind-blowing” visual bar while staying true to Meow Wolf’s surreal, iconic brand. We explored new ways to connect physical discovery with digital storytelling, laying the foundation for a global AR experience built on collaborative universe-building.
  • Significant R&D into Gaussian Splat reconstruction: new format loaders, rendering optimizations and whole effect systems across Desktop, Web, Mobile and VR, with direct contributions to open-source libraries like gsplat-unity.
  • Art Direction
  • Mentoring
  • Technical Art
  • Optimization
  • Shader Writing
  • AI Wrangling
  • Augmented Reality (AR)
  • Virtual Reality (VR)
  • Spatial Computing
  • Gaussian Splats
  • Open Source
  • C#
  • Unity3D
  • Blender

Staff Technical Artist & Creative Lead

Niantic, Inc.

Apr 2022 – May 2025

The NZXR crew became Niantic Aotearoa post acquisition. Still a tight group of spatial-computing specialists shipping world-first AR for live games and prototyping what comes next.

  • Creative Lead on a major update to Pokémon GO’s AR photography mode. I held the vision and relentlessly pushed to ship a cohesive, well-rounded, fun feature. Alongside a talented team, I contributed across Design, UX, Technical Art and Programming to meet our quality and performance bar.
  • Worked on internal research projects and gameplay demos defining the next generation of spatial computing. Collaborated with multidisciplinary teams to prove out new AR mechanics through rapid prototyping and technical look-dev.
  • Built prototypes across the hardware spectrum, from everyday smartphones to the latest head-mounted displays, pushing the boundaries of what’s possible in spatial computing.
  • Project Leadership
  • Technical Art
  • UX Design
  • Game Prototyping
  • Pokémon Photography
  • Augmented Reality (AR)
  • Spatial Computing
  • C#
  • Unity3D
  • Maya
  • Figma

Co-Founder & Senior Technical Artist

NZXR

Jul 2020 – Apr 2022

Co-founded NZXR from the ground up in Aotearoa: a world-class XR studio working at the sweet spot where hardware, software and human experience meet. In 2022 we made the call to join Niantic full-time through an acquisition.

  • Wore both the founder's and Senior Technical Artist's hats, holding the technical vision while staying hands-on, building the AR prototypes and systems that turned ambitious ideas into shipped reality.
  • Drove our flagship StoryXR platform: persistent, multiplayer AR deployed at city scale, taking Unity scenes into the real world through interconnected, spatially-anchored StoryZones.
  • Delivered innovative XR projects with top studios locally and globally, including skatrix.io, Destination Mars, Qualcomm and Niantic, plus confidential work. The strength of the team and our projects ultimately led to the Niantic acquisition.
  • Founder
  • Technical Art
  • Augmented Reality (AR)
  • Virtual Reality (VR)
  • Mixed Reality (MR)
  • C#
  • Unity3D
  • Maya

Senior Technical Artist

Niantic, Inc. (Contract Role)

Aug 2020 – Apr 2021

Contracted to Niantic, the billion-dollar leader in location-based mobile AR, working remotely from Wellington with their London team. Brought on to sharpen how the team prototyped content, I grew into owning an AR prototype end to end.

  • Initially brought on to refine how the team prototyped content, proving out gameplay concepts and helping take an internal project to green light so the core team could focus on building for scale.
  • That grew into full ownership of an AR prototype, built in parallel with the main game. Despite the 12-hour offset from the London office, I delivered the creative and technical build seamlessly from New Zealand, working with the Creative Director and Lead Game Designer to shape the mechanics and engineer the core Unity systems.
  • As the sole Technical Artist, I was the primary link to our in-house AR SDK team, testing experimental features and feeding back critical results. My optimization work on systems that crossed the SDK boundary significantly improved performance, taking the build from under 15 fps to a smooth 50 fps+. I shared those changes upstream with the SDK team, improving it for everyone.
This AR prototype is one of the most exciting AR gameplay demos I’ve seen recently.
John Hanke, CEO of Niantic
  • Technical Art
  • Game Prototyping
  • Optimization
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • C#
  • Unity3D
  • Maya

Senior Technical Artist

Clayfox

May 2020 – Apr 2022

Independent consulting: helping studios lay production foundations, a safe pair of hands for optimization, on short or long-term engagements. Through this period the majority of my work was on two engagements: co-founding NZXR, and a solo contract directly with Niantic.

  • Consultation
  • Mentoring
  • Technical Art
  • Optimization
  • Analytics
  • Maya

Technical Artist

Magic Leap / Weta Workshop

May 2016 – May 2020

Technical Artist on Dr. Grordbort's Invaders, Magic Leap's flagship game and a finalist in both the VES and D.I.C.E. Awards. I worked across teams and disciplines, building the tools and processes that kept iteration loops short and production running at full speed.

  • Kept the game running smoothly and looking great on Magic Leap One, guiding the art team with asset budgets and profiler-driven optimization.
  • Built, maintained and evolved asset production pipelines in flight, as our hardware, SDKs and operating system moved from prototype to shipped consumer devices.
  • Created custom publishing tools for models and textures with full visual diffs against previous versions (Python, Qt, OpenGL, GLSL), alongside internal tooling for spatial prototyping and rapid asset review.
  • Developed room “scan shaders” with the Studio Director, looking amazing while directing the player's gaze, and designed and championed the game's accessibility guidelines, leading to an update focused entirely on accessibility.
  • On the studio diversity committee I helped reshape hiring to reach underrepresented people in games, and was a consistent voice against routine overtime, prioritising well-being and retention.
Magic Leap Super Leaper award

Super Leaper · Magic Leap · Dec 2017

Keir's curiosity and involvement throughout team departments during the NZ team's trip to Florida was incredibly valuable to the entire team. He looked after the NZ team in times of stress, and created opportunities for connecting with the wider ML office.
Jessica Iquique
  • Technical Art
  • Optimization
  • Pipeline Development
  • Shader Writing
  • Mixed Reality (MR)
  • Spatial Computing
  • C#
  • Python
  • GLSL
  • Unity3D
  • Maya
  • Qt
  • OpenGL
  • Perforce

Analytics Manager

PikPok

Oct 2013 – May 2016

Grew PikPok's analytics team from a seed idea to a high-performing group of four, fully integrated into the product development and analysis cycle. As manager I ran the team's day-to-day operations.

  • Designed and built a gameplay-analytics pipeline that turned billions of monthly events into actionable insight, ingesting millions of events daily into performance indicators for product managers and game designers.
  • Created real-time dashboards across PikPok's 30+ products, plus custom collection and reporting of the business KPIs that decision-makers relied on.
  • Partnered with product managers and developers to instrument the right events up front, and brought analysis into meetings, reviews and scrums to actively shape product decisions.
  • Collected and aggregated financial performance from every monetization partner as soon as it was available, with detailed payment breakdowns to support the finance team.
Keir’s grown and managed our analytics team from a seed idea and a one man band to a team of four who have become integral to our product development and analysis.
Tyrone McAuley, Operations Director & Co-Founder, PikPok
  • Team Leadership
  • Analytics Engineering
  • Data Pipelines
  • Data Visualization
  • Python
  • Ruby
  • R
  • PostgreSQL
  • Redshift
  • AWS
  • Hadoop
  • Tableau

Lead Technical Artist

Sidhe / PikPok

May 2008 – Oct 2013

Built the Technical Art team from a clean slate, with great managers behind me and a talented team alongside, focused on inter-department communication, troubleshooting and performance optimization. I was there through the studio’s transformation, from shipping discs for game consoles as Sidhe, to the rise of PikPok alongside the launch of the iPhone and the first mobile app stores.

  • Owned the art department's production tools, primarily Maya and Photoshop, writing custom Maya plugins in C++ and scripts in Python and MEL, plus Photoshop automation in JavaScript.
  • Built and maintained the content pipelines that got art into the game. Kept things running as the studio grew and evolved across many engines. Renderware, Gamebryo, PhyreEngine, Fusion (our proprietary engine) and Unity.
  • Worked closely with the Graphics team to build a shared real-time shader pipeline (CgFX) running in both the Maya viewport and Fusion, shortening the iteration loop by bringing engine shaders back into content creation tooling.
  • Shipped 10+ console and 30+ mobile titles, including Into the Dead, Giant Boulder of Death, the Flick Kick series, Rival Stars Basketball and Robot Unicorn Attack 2.
  • Team Leadership
  • Technical Art
  • Pipeline Development
  • Shader Writing
  • C#
  • C++
  • Python
  • MEL
  • Maya
  • Perforce
  • SVN
  • Xbox
  • PlayStation
  • Wii
  • Mobile

Community

Technical Art Mentoring & Community

2018 – Present

Regular mentoring and support sessions for technical artists at any career stage, from those breaking into the industry to those levelling up their craft. I also help grow the local Tech Art community, organising industry meetups during conferences so people can share what they know and stay connected.

New Zealand Games Festival, Director & Treasurer

Sep 2021 – Jan 2025

A grassroots, not-for-profit festival celebrating NZ & Australian games and promoting the industry as a tool for social good (and fun). Home of the Play by Play festival and The Pavs, the NZ Game Awards.

NZ Game Developers Conference, Committee Member

2017

Helped organise and run the conference, including its social channels during the event.

Education

Bachelor of Design, First Class Honours · Massey University

2003 – 2008

Majored in Visual Communication Design / Digital Media.

Tackling the Challenges of Big Data · MITProfessionalX 6.BDx (edX)

2015

Online program developed by the faculty of MIT CSAIL.

Talks & Media

Selected talks, features and press.

Podcast

What Are The Dangers of a Metaverse Future?

Zero To Play · September 2021

A conversation breaking down what the Metaverse really is, the implications and risks to be mindful of as we build new technology, and my own journey into games and AR.

Conference talk

A Brief Tour of the Realities

NZGDC · August 2021

A whirlwind tour through the history of the realities, where the industry stood in 2021, and a few projections into the future.

Skills & Tools

My primary skill is a love of figuring out how to solve a problem. That has made me very good at learning new skills, and very good at finding (or making) the right tools for the job.

  • Unity
  • Blender
  • C#
  • HLSL
  • Python
  • Maya
  • Adobe Photoshop
  • Substance Designer
  • Substance Painter
  • ARKit
  • ARCore
  • Niantic Lightship
  • Git
  • GitLab
  • Perforce
  • Tableau
  • PyTorch
  • Three.js
  • WebGPU
  • ESPHome
  • C++
  • C
  • GLSL
  • CgFX
  • OpenGL
  • Qt
  • JavaScript
  • MEL
  • Bash
  • Google Cloud
  • AWS
  • Amazon Redshift
  • PostgreSQL
  • MySQL
  • Apache Hadoop
  • Nginx
  • Docker
  • Okta
  • HAProxy

References

Kind words from people I've had the privilege of working with.

Keir performed the role of technical artist at Weta Workshop’s gaming division for 4 years, facilitating our art team’s needs, building tools that super-powered those around him. He is one of the most grounded and generous people you’ll ever have the privilege of working with and will bring that open and helpful spirit to any workplace.

Greg Broadmore Game Director at Weta Workshop

For the last 4 years Keir has been the black powder making our tools and pipeline boom! Keir is a champion of all good causes in our workplace and has helped us become a better studio. He is a solid worker with a meticulous attention to detail and is determined to make the highest quality tools possible.

Stephen Lambert Art Director, Weta Workshop

Keir supercharged and saved the sanity of the art team countless times in the years I worked with him at Weta Workshop with his bespoke tools and deep understanding of the studio’s complex, never-been-done-before MR art-pipeline. Beyond his skillset, his friendly, approachable and empathetic manner made working with him a delight.

Mhairead Connor Senior Producer, Weta Workshop

Keir is a passionate and multi skilled individual whom I’ve had the pleasure of working with over 9 years at Sidhe and PikPok. Whether it be in the disciplines of TechArt or Analytics, Keir is technically strong.

Keir strives for continuous improvement at all levels whether it be technology, process or product development. He’s grown and managed our analytics team from a seed idea and a one man band to a team of four who have become integral to our product development and analysis.

Tyrone McAuley Operations Director, Co-Founder, Co-Owner at PikPok

Personal Projects

What I get up to off the clock: making, tinkering and looking through a lens.

3D Printing, image 1
3D Printing, image 2
3D Printing, image 3
3D Printing, image 4
3D Printing, image 5
3D Printing, image 6
3D Printing, image 7
3D Printing, image 8
3D Printing, image 9

Making

3D Printing

I love printing and making 3D models. I started out with an Ender 3 S1, then upgraded it to OctoPrint control with a suite of integrated electronic add-ons. These days I run a Prusa CORE One with the MMU3 multi-material unit.

Electronics, image 1
Electronics, image 2
Electronics, image 3
Electronics, image 4
Electronics, image 5
Electronics, image 6
Electronics, image 7
Electronics, image 8
Electronics, image 9
Electronics, image 10
Electronics, image 11
Electronics, image 12
Electronics, image 13
Electronics, image 14

Making

Electronics

I started learning about electronics with the release of the Arduino Uno. More recently I have moved onto the ESP32 platform, making new devices for home automation. One of the more involved projects is an ESP32-S3-BOX with a fully custom GUI for room controls like AC and lighting. It also supports voice commands back into my Home Assistant backend.

I have also been taking a deeper dive into robotics, building out a SCARA-style arm running on a heavily customised Marlin firmware.

Personal · Data viz

Social Graph

One of a series of experiments visualizing my online social graphs: a 3D graph of the people I follow on Twitter and their mutual connections. Built in Python and JavaScript with Neo4j, ThreeJS and 3d-force-graph.

Sol System

Personal · Photoshop

Sol System

A personal Photoshop project: an homage to Steve Gildea's Planetary Suite, composited from NASA imagery of the planets of our solar system.