At Facebook (Meta), I was a member of the AR/VR team that developed avatars, which eventually became known as Horizon Worlds. My responsibilities involved creating prototype assets and best practices, collaborating with the art director to ensure we hit the right art style, assisting in avatar development/planning, providing documentation and feedback to vendors.
Early on I built out several hair sculpts/models for Oculus Rift avatars.
After several months, the team shifted their focus to developing avatars for the Oculus Quest. Since the Oculus Quest has comparable computing power to a modern smartphone, we began developing mobile assets to optimize performance.
Indeed, the initial version of Facebook Avatars included legs, but they were eventually removed in a later update.
After our first iteration of the art style, we decided to pivot towards a more intricate appearance by incorporating surface noise such as cloth details and softening up the fold details.
Eventually we started outsourcing out clothing/accessories and I started working on documentation. Here are some sample pages.