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Meet Kaley Cho of Los Angeles

Today we’d like to introduce you to Kaley Cho.

Hi Kaley, thanks for sharing your story with us. To start, maybe you can tell our readers some of your backstory.
I’m a Technical Artist and Developer from South Korea, passionate about bridging technology and art to create compelling immersive experiences. I specialize in creating computer-generated graphics for video games, films, projection mapping, VR/AR, interactive media, and immersive installations.

Growing up in South Korea and New Zealand, I trained extensively in fine arts with a strong emphasis on realism. Inspired by my mother, an artist and designer, I naturally gravitated toward creative expression. However, as I matured, I discovered a passion and aptitude for engineering, particularly excelling in math and science. I was still passionate about art and I wanted to find a way to combine my two passions: art and engineering. I explored various digital mediums at University of Southern California while studying animation and film.

During my time at USC, I interned at Sony Pictures Entertainment as a Sony Content Innovation Summer Associate, working closely with a proprietary projection system capable of detecting objects and interpreting hand gestures. This experience introduced me to JavaScript coding, motivating me to pursue a minor in computer programming upon my return to school.

Since then, I naturally became a Technical Artist that worked with both 3D art and code to create interactive experiences. My professional journey includes positions at industry-leading organizations such as Walt Disney Imagineering, The Famous Group, and Sphere Entertainment Co.—creators of the Las Vegas Sphere, a groundbreaking immersive venue boasting a massive 16K LED display, advanced spatial audio, and real-time interactive technologies.

Alright, so let’s dig a little deeper into the story – has it been an easy path overall and if not, what were the challenges you’ve had to overcome?
The biggest challenge I encountered was securing a visa sponsorship as an artist. To obtain sponsorship, I needed to demonstrate to the government that I possessed extraordinary abilities and that my role could not easily be filled by an American citizen. Navigating the complex and costly U.S. immigration system required extensive preparation and collaboration with immigration attorneys over several months.

Another significant struggle was adapting quickly to different cultures and coping with extended separation from my family during my childhood. While living in New Zealand, my mother, who did not speak English, relied heavily on me for translation and assistance with daily tasks, placing considerable responsibility on me at a young age.

Upon moving to Los Angeles for college, I faced additional challenges due to a lack of personal connections or support systems in the U.S. I had to independently navigate housing, finances, career opportunities, and immigration matters. These experiences taught me not to take family and friendships for granted, deeply reinforcing their importance in my life.

Can you tell our readers more about what you do and what you think sets you apart from others?
Being a Technical Artist means that I have to wear many hats. I can be working on 3D modeling, VFX, pipeline development, rigging, shaders, coding, etc. depending on the needs of the project. Technical Artists are unicorns with both the artistry of a 3D artist and the technical knowledge of engineers. We are the bridge between creative and engineering and often facilitate communication between them.

With expertise in game development, shaders, procedural workflows, and performance optimization, I have supported teams in developing high-quality interactive visuals while streamlining pipelines through custom tool development in C++, Python, and VEX. I thrive on solving complex technical challenges, mentoring artists, and collaborating with engineers and artists to push the boundaries of real-time graphics and gameplay.

During my most recent role at Sphere Entertainment Co., creators of the Las Vegas Sphere—a state-of-the-art immersive venue featuring a massive 16K LED display, advanced spatial audio, and real-time interactivity—I developed procedural workflows in Houdini and Unreal Engine, enabling rapid iteration and infinite asset variations for shows at the Las Vegas Sphere. I also created interactive shaders and visual effects using C++, HLSL, and Blueprints, enhancing visual fidelity and interactivity.

At Avatar Dimension, I specialized in creating 3D holograms for interactive experiences using Microsoft’s proprietary volumetric capture technology. During my time at Avatar Dimension, I contributed to the development of Afterworld: The Age of Tomorrow, an innovative 3D web-based experience for Balenciaga’s Fall 2021 collection that received the prestigious APA Ideas Award for Innovation.

My experience extends to projects with Walt Disney Imagineering, where I contributed to pre-visualizing the ride media for the Guardians of the Galaxy: Cosmic Rewind attraction at Walt Disney World’s Epcot, as well as Sony Pictures, where I prototyped an interactive projection mapping game for the Ghostbusters IP.

As of now, I’m most proud of my contributions as a Lead Technical Artist/Consultant for UNEXTINCT—an immersive, media-driven experience designed to promote wildlife conservation. Debuted in Sacramento, CA, and later in Columbus, OH, this project blends digital artistry with physical environments to create engaging, educational attractions. The initiative has successfully raised tens of thousands of dollars for conservation-focused non-profits, including the Sacramento Zoo and the Columbus Zoo and Aquarium.

As Lead Technical Artist and Consultant, I assembled and managed a dedicated production team of 15 skilled artists, including 3D modelers, animators, riggers, and compositors. Using my background in 3D animation and projection mapping, I integrated engaging digital content into immersive physical environments, ensuring each exhibit effectively conveyed the project’s conservation message. In addition to overseeing project schedules, pipeline development, and workflow efficiency, I created custom After Effects and Maya scene templates to streamline the production process. Mentoring junior team members was also an important part of my role, helping maintain high-quality standards throughout the project and enhancing the overall visitor experience.

If we knew you growing up, how would we have described you?
Growing up, I was always goal-oriented and determined, deciding from the age of five or six to pursue a career as an artist. Although I wanted to be an artist, I’ve always been drawn to mathematics and science (especially in physics). Excelling at school was usually my highest priority, but I was also naturally curious and eager to explore new interests. My diverse hobbies included playing drums, guitar, piano, reading, training in Tae Kwon Do, and immersing myself in video games, particularly open-world and RPGs. I valued embracing life’s diverse experiences and consistently sought out new skills and adventures.

Living across different countries and cities—including Auckland and Christchurch in New Zealand, as well as multiple locations around Seoul, Korea—I learned early on how to quickly adapt to varied cultures and lifestyles. My passion for travel and cultural exploration deepened during my high school and college years when I traveled solo around Europe, visiting museums and immersing myself in diverse cultural experiences.

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