MetaAI KineticSand is a Metal Shader component built to support and scale generative-AI features experience on Facebook.
Project
FDSKineticSand
Timeline
H1 '2026
Team
MetaAI x Facebook Design System
Context
Partnering with MetaAI, Creator Tools team we built the MetaAI Kinetic Sand feature in a design system component for unified cross-platform scaling.
This effort would address the near term product need from Creator Tools; and unify MetaAI and Facebook’s AI systems infrastructure and pattern, thereby resolving fragmentation and accessibility isseus.
For this project, we piloted an “AI-first” component development process, transforming MetaAI’s metal shader source code into component leveraging agentic capabiliites.
Strategy
Maintenance: By building a component API as a sandloader wrapper (instead of owning the metal shader), we were able to drive system standardization without the cost of maintenance and GPU-expertise.
Speed: We took an AI-first approach by using Claude for spec generation, A-DSE for component creation, Cursor + XCode for visual refinement. This compressed the end-to-end component creation process at a fraction of the standard development cycle, allowing us to deliver the component on required frameworks to the Creator Tools team for their feature work within their target test window.
Outcome
The successful launch of "Animated Profile", and the AI-first partnership pilot with Creator Tools unlocked broad system adoption, and new partnerships with teams like Social Discovery in H2'26.
Moreover, this work validated that AI-first tooling can meaningfully compress the component creation cycle — not by replacing human judgment, but by eliminating the bottlenecks. The wrapper architecture — owning the API layer without inheriting GPU shader maintenance — gave us system-level control (tokens, accessibility, consistency) without the need for domain expertise; this means as MetaAI’s sandloader experience continues to evolve over time, this component will evolve and scale along with it.
MetaAI KineticSand is a Metal Shader component built to support and scale generative-AI features experience on Facebook.
Project
FDSKineticSand
Timeline
H1 '2026
Team
MetaAI x Facebook Design System
Context
Partnering with MetaAI, Creator Tools team we built the MetaAI Kinetic Sand feature in a design system component for unified cross-platform scaling.
This effort would address the near term product need from Creator Tools; and unify MetaAI and Facebook’s AI systems infrastructure and pattern, thereby resolving fragmentation and accessibility isseus.
For this project, we piloted an “AI-first” component development process, transforming MetaAI’s metal shader source code into component leveraging agentic capabiliites.
Strategy
Maintenance: By building a component API as a sandloader wrapper (instead of owning the metal shader), we were able to drive system standardization without the cost of maintenance and GPU-expertise.
Speed: We took an AI-first approach by using Claude for spec generation, A-DSE for component creation, Cursor + XCode for visual refinement. This compressed the end-to-end component creation process at a fraction of the standard development cycle, allowing us to deliver the component on required frameworks to the Creator Tools team for their feature work within their target test window.
Outcome
The successful launch of "Animated Profile", and the AI-first partnership pilot with Creator Tools unlocked broad system adoption, and new partnerships with teams like Social Discovery in H2'26.
Moreover, this work validated that AI-first tooling can meaningfully compress the component creation cycle — not by replacing human judgment, but by eliminating the bottlenecks. The wrapper architecture — owning the API layer without inheriting GPU shader maintenance — gave us system-level control (tokens, accessibility, consistency) without the need for domain expertise; this means as MetaAI’s sandloader experience continues to evolve over time, this component will evolve and scale along with it.
