MetaZen

Chinese name
智境云创
Pinyin
Zhìjìng Yúnchuàng
Registered name
北京智境云创科技有限公司
Unified Social Credit Code
91110112MA7ENY9322 registered in Beijing 北京

Hyperreal and film-grade studios · Capture systems · Assets, SDKs and wardrobe

MetaZen (北京智境云创科技有限公司) is the virtual human arm of Tianyu Digital Technology (天娱数科, SZ 002354), which wholly owns it. It builds digital humans and the tools for making them, and — unusually for the sector — it operates its own optical capture stage rather than commissioning one.

The company has carried three registered names in four years — 北京元境数字科技有限公司, then 北京元境科技有限公司, then 北京智境云创科技有限公司 at a brand relaunch in January 2024 — and because those names share no characters, coverage under one name gives no hint of the others. Both former names are recorded here as aliases so a search on any of them resolves to one company.

It was incorporated on 13 December 2021, is a 法人独资 limited company with registered capital of twenty million yuan, and its legal representative is He Han (贺晗). Its founder and chief executive is Wang Zhiwu (王智武), who is the figure trade coverage quotes. It is registered in Beijing at Shuangqiao and employed thirty-two people in 2025, and it holds both national high-tech enterprise and 科技型中小企业 recognition awarded in 2024.

Two products carry the digital human work. MetaSurfing (元享智能云平台) is its platform, integrating AIGC generation into a metaverse production pipeline, and MetaJoy (元趣AI) is a digital human creation tool aimed at producing figures rather than commissioning them. The technical base underneath is dynamic light-field scanning, motion capture and three-dimensional reconstruction algorithms, and in January 2022 the company built a four-hundred-square-metre optical motion capture studio to feed it. In 2024 it added 智者千问, an enterprise-grade large model built specifically for virtual digital humans — Wang describes the work as joining that model to the virtual human and the platform rather than shipping it as a general assistant. Its platform also carries Audio2Face lip-sync, which sell-side notes single out for cross-language lip synchronisation quality.

Its own framing of the problem is production economics rather than fidelity: it describes itself as breaking the traditional virtual human production pipeline to achieve high-precision, short-cycle, batch manufacture of digital humans, and low-latency immersive real-time interaction. That is a supplier’s sentence more than a studio’s, and it fits a company that sells a creation tool alongside the figures.

The maker call here does not rest on the company’s own material. Independent business encyclopaedias and recruitment profiles describe it in the same terms — a virtual digital human technology company incubated by a listed parent — and the parent is a public company whose disclosures name the subsidiary. Trade coverage places it in the same sentence as other digital human customisation vendors including Wondershare (万兴科技) and Guiji Intelligence (硅基智能), and the Shenzhen VR Industry Union carried its January 2024 brand launch as a member enterprise. The brand change tracked a stated move of its virtual human business from what it called 1.0 to 2.0, so the rename is a product-line marker rather than only a corporate one.