Snapchat has long leaned into playful, expressive features: filters, lenses, augmented-reality effects, ephemeral messaging, stories, and its Bitmoji avatars. Over time, Bitmoji evolved from flat cartoon avatars (2D) into something richer. Now, Snapchat is testing a deeper level of immersion: 3D Bitmoji avatars that aren’t just drawings but spatial, poseable, more lifelike depictions.
What does that shift look like? What challenges does it raise? And where might it take social media, identity, and AR experiences? In this article, I’ll unpack what I know so far about Snapchat’s experiment with 3D Bitmoji, how it fits into broader trends, and what to watch going forward.
The evolution of Bitmoji: from 2D to 3D
To understand this test, it helps to see how we got here.
Origins & early use
Bitmoji began as a simple, stylized avatar system: think cartoon you, with customizable clothes, hairstyle, facial features, etc. Over time, it became tightly integrated into Snapchat, letting users represent themselves in chats, lenses, stories, and more.
Around 2017, Snap introduced 3D Bitmoji for “world lenses.” That meant your Bitmoji could become a 3D model and be projected into the real world (via AR) — your avatar could stand, move, do small animations, and interact with your environment within certain limits.
Behind the scenes, Snap has optimized how it renders Bitmoji. In a late-2024 / early-2025 move, they shifted rendering to use Amazon G6 instances with NVIDIA L4 GPUs to boost performance and reduce cost.
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This kind of infrastructure is necessary when you move from flat avatars to real-time, high-quality 3D models that must be generated, cached, rendered, and delivered at scale.
So, the foundation is already in place. The stage is set. The next step: testing more immersive, spatial avatar experiences.
What’s the new experiment: 3D Bitmoji Plaza (on web)
The latest test is something called Bitmoji Plaza. It’s a 3D space where avatars can interact, in a lightweight way, not a full-blown “metaverse,” but a hint of what’s possible. Reports say Snapchat is trying this on its web interface.
Snapchat launched a web version a few years ago, but mobile remains its core. The Plaza test on the web suggests Snap might see the web as a lower-risk sandbox, a place to experiment without disturbing the core mobile experience.
Also, the web allows easier updates, versioning, and testing across devices. For now, they can test avatar interactions, basic spatial mechanics, presence, and system performance in a more controlled environment.
Because Snapchat’s mobile ecosystem is enormously complex, adding new spatial features directly there is riskier from performance, compatibility, and UX disruption standpoints.
Why Snapchat is doing this: rationales and motivations
Moving avatars into 3D, spatial spaces is not just a gimmick. Several strategic forces push Snap in this direction.
1. Deepening user identity and expression
One reason is simply: people like representing themselves. Flat avatars have served well, but 3D avatars can feel more alive, more expressive. When your avatar can pose, sway, gesture, and react, you get richer personal expression.
That matters on a human level: it strengthens the emotional bond people feel to their avatars, and by extension to the platform.
2. Competing in the avatar / spatial social space
Snap isn’t alone. Meta (with Horizon Worlds, avatars in VR/AR) is pushing hard in spatial social. Roblox, Fortnite, Decentraland, and VRChat are all exploring avatar worlds and social environments.
By testing Bitmoji Plaza and more immersive 3D avatars, Snap positions itself to compete in spaces beyond chat and stories. They might not try full VR, but being able to offer presence, avatar interaction, and spatial features gives them more runway into future social forms.
3. Augmented reality, mixed reality, and device convergence
Snap has always invested in AR (lenses, filters, camera tricks). If in the future AR glasses or mixed-reality devices become mainstream, having a robust avatar system is a huge asset.
Imagine wearing AR glasses and seeing your friends as avatars in your visual field, or having your own 3D Bitmoji appear in shared places. The Plaza test is a small, safe step toward those possibilities.
4. Monetization and stickiness
More immersive avatars open the door to new monetization models: avatar cosmetics, skins, accessories, spatial “rooms,” avatar-based experiences, branded content inside 3D spaces, etc. The more people invest in their avatars, the more likely they are to stay, spend, and engage.
Also, social stickiness: when people see their friends’ avatars moving around, interacting, waving, you get more engagement, more curiosity, more frequent visits.
5. Preparing the tech and infrastructure
One cannot skip the challenge: rendering, streaming, synchronization, device performance, server load, caching, and bandwidth. By testing smaller features, Snap can mature the technology, detect bottlenecks, and optimize before scaling.
As noted, Snapchat’s Bitmoji rendering pipeline now runs on AWS infrastructure with optimized GPU configurations (NVIDIA L4) to reduce latency and cost.
Amazon Web Services, Inc.
The Plaza test also helps Snap validate its scaling, concurrency, latency, and synchronization systems in real-world use (albeit a limited scope).
Challenges and risks
Even with all the design, vision, and infrastructure in place, moving to 3D avatars and spatial experiences isn’t trivial. Snap will have to navigate a range of technical, social, design, and adoption challenges.
Technical hurdles
Latency & performance: 3D rendering, especially with multiple users, is much heavier than 2D images. Ensuring responsive, smooth experiences across devices (especially lower-end devices) is hard.
Bandwidth & synchronization: As avatars move and interact, their states must sync. Jitter, lag, or poor networking will degrade the experience. Handling multiple simultaneous users in a shared space compounds this.
Compatibility: Snapchat runs on many phones, OS versions, and screen sizes. Ensuring a consistent experience is tough.
Rendering cost and scale: The infrastructure has to handle potentially millions of avatars being rendered, cached, and updated. Snap is already dealing with these demands.
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Memory and asset constraints: Avatars use textures, meshes, animations, etc. Keeping these manageable (caching, compression, streaming) is essential.
UX and design complications
Simplicity vs complexity: Users are used to Snapchat’s fast, light interactions. Introducing 3D pose selection, spatial movement, navigation, and avatar interactions must feel natural and not burdensome.
Avatar behavior and collisions: In a shared space, how do avatars avoid collisions, what zones do they inhabit, and how do movements look natural? These are nontrivial design problems.
Scalability of interactions: If many avatars are crowded in one space, what then? How to prevent lag or visual noise?
Balancing novelty with comfort: Some users may find 3D avatars odd or uncanny (especially at first). If avatars look too “off,” the experience could feel jarring.
Adoption & user reception
User resistance or indifference: Not every user cares about avatars. Some want function (chat, stories) more than presence. If the spatial features feel gimmicky or low utility, adoption may be slow.
Platform fragmentation: If this is web-only, mobile users might feel left out. Bridging between web and mobile consistency is challenging.
Privacy concerns: Avatars in shared spaces raise questions: what is visible, who can see your avatar, can you hide, block, or mute others in shared spaces?
Expectations vs reality: If the spatial features are limited or too simplistic, many users might perceive it as a toy rather than a meaningful addition.
Brand & reputation risks
Backlash over design: If the new 3D avatars are seen as “bad” or caricatured, users may complain. (We’ve seen similar pushback when social platforms redesign avatars.)
Overpromising: If Snap markets this as a step toward a metaverse but delivers only a shallow experience, users or media might criticize it as shallow.
Security & misuse: Shared avatar spaces could be used for harassment, unwanted interactions, or spamming unless careful moderation, safety, and controls are in place.
Where it stands now & what’s public
Given that Snapchat is still in the testing phase, much remains speculative. But here’s what is publicly known and inferred:
The existing 3D Bitmoji styling is rolling out more broadly many users will see more lifelike, expressive avatars over time.
Snap is investing heavily behind the scenes in the infrastructure and rendering pipeline needed to support more ambitious avatar systems.
Wildcards like how mobile integration will happen, how extensive avatar interactions will be, and how Snap will monetize or expand these features remain to be seen.
In media coverage, the test has gotten attention as a sign that Snap is inching closer to avatar-based social experiences. Some analysts compare Plaza to Roblox or virtual spaces, though the current scale is far more modest.
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Use cases and imagination: what it might look like
To ground assumptions, let’s imagine some scenarios or use cases for 3D Bitmoji and spatial avatar features. These are speculative but plausible extensions.
Shared hangouts and avatar presence
You log into Snapchat on the web, and instead of a blank feed page, you enter a “lobby” or “plaza.” Your Bitmoji stands in the center. Friends who log in show up around you. You can walk to them, wave, maybe chat.
Over time, Snap might add rooms or spaces (e.g., “coffee shop,” “beach,” “concert lounge”) where avatar interactions can take place, conversations can be had, AR elements appear, or mini-games can be launched.
Live events and avatar concerts
Snap could host virtual events: a music show, a DJ set, a movie premiere. Users show up as their avatars, avatars dance, react, and maybe contribute via reactions, emotes, or small shared AR effects.
Brands or artists might sponsor virtual spaces or avatar interactions (branded stages, avatar clothing drops, collectible skins).
Cross-device presence and AR overlay
Your avatar in Plaza might link to your mobile Bitmoji presence. You might see a mini version of your avatar in mobile, or have your avatar “announce” your presence. Or in the future, AR glasses could project your avatar or your friends’ avatars into real spaces.
Avocado commerce and virtual fashion
New revenue: avatar fashion, accessories, limited edition skins, branded avatar items, avatar animations (dance moves, gestures). Snap could sell or rent avatar items that users show off in Plaza or in AR interactions.
Social bridging
Linking the avatar world with chat, stories, maps: your avatar might show up on Snap Map, in stories, or be shareable as a pose or background to other platforms, reinforcing identity continuity across social spaces.
What to watch for (skyline opportunities and signals)
As this evolves, here’s what I’d pay attention to: indicators that this is more than a fun experiment but part of something bigger.
Mobile integration
Will Plaza or avatar spatial features come to the mobile app? If so, is it a “mini plaza” inside Snapchat? Or is it a separate app/module?
Expansion of avatar interactivity
Will avatars be able to talk, react in real time, use voice, gesture, or carry objects? Will avatars be able to move from one virtual space to another?
Social mechanics
Will there be avatar-based social mechanics: public rooms, private rooms, invites, moderation, blocking, avatar visibility settings?
Cross-platform presence
Will Snap allow your avatar to appear in other apps, or bring in avatars from elsewhere? Or open APIs so developers can use Bitmoji avatars in games?
Monetization & avatar economy
Will we see in-avatar purchases, avatar fashion drops, sponsored avatar items, avatar marketplaces?
Performance and scaling
Watch for latency metrics, server load, and infrastructure upgrades. How many concurrent avatars can a space support without lag?
User adoption metrics
What percentage of users opt into Plaza? How often do they return? How much time do they spend in avatar spaces?
Safety and moderation tools
As shared avatar spaces grow, Snap will need tools for privacy, blocking, muting, and reporting the same challenges that face public social spaces.
Why this matters (bigger picture)
This experiment is interesting not just for Snapchat fans. It’s part of a wider shift in how we express identity, socialize online, and integrate virtual and physical worlds.
Avatar-first presence: Rather than relying purely on photos, stories, texts, etc., avatars become conduits of presence. In the future, your avatar may be your face in many digital settings.
Bridging AR / social / identity: Avatars, AR, spatial computing, social networks, they converge. Snapchat's roots in AR give it a leg up if avatars become central to AR social layers.
Lowering the barrier to social worlds: Not everyone wants VR or lengthy games. But a lightweight avatar plaza on web or mobile can introduce more people to spatial social interactionless friction, more accessibility.
New business models: Avatar economies (clothes, animations, environments) are a growing revenue stream for games and virtual worlds. Social networks with avatars have new monetization paths.
Digital legacy & continuity: As users switch platforms, avatars can provide continuity. Your avatar might carry your identity, reputation, and visual identity across apps, platforms.
Snap testing 3D Bitmoji is a signal: the future of social isn’t just flat, two-dimensional feeds. Identity will live in layers, spaces, and presence.
Potential criticisms and counterpoints
To be fair, there are also valid counterarguments and cautions.
User base may not care: Many users just want to chat, send snaps, and watch stories. They may not invest in avatar or spatial features, viewing them as superficial or distracting.
Overhyped “metaverse” fears: Because “metaverse” is such a buzzword, critics may overinterpret Plaza tests as Snap trying to build a glorified metaverse before the technology or audience is ready.
Resource tradeoffs: Focusing on avatars and spatial features might divert resources from optimizing core Snapchat features (camera, speed, privacy, messaging).
Avatar fatigue: The trend of avatar systems is not new, and not all survive. Some users prefer real photos or simpler stickers. Too many avatar systems may dilute the novelty.
Equal representation & diversity: Avatars need to represent many body types, skin tones, styles, disabilities, etc. If 3D Bitmoji fails in inclusivity, it risks backlash.
Privacy/identity risks: Avatars that feel real-ish raise questions: could one reverse-engineer a real person from their avatar? Should avatars be more anonymous? How to protect minors in avatar spaces?
What would success look like?
If Snapchat does this well, here are signs they’re onto something:
High opt-in and regular use of Plaza or avatar spaces
Smooth cross-platform integration (web, mobile, AR)
Low-latency, stable experience even with many users
Growing avatar economy (purchases of skins, items)
Positive user reception: avatars that people feel represent them
New shared experiences (events, branded rooms, chat spaces)
Low abuse, good moderation, and safety mechanisms
If they can get even half of that, Snap will have advanced from “fun lens app” to “social-identity platform with spatial presence.”
Conclusion
Snapchat’s move to test 3D Bitmoji, particularly through the Bitmoji Plaza experiment on the web, is a cautious but meaningful step toward more immersive, spatial, avatar-driven social experiences.
It’s part technical challenge, part design experiment, part strategic positioning. The real test will be how seamlessly and usefully it integrates into Snapchat’s core ecosystem, and whether users feel it adds value.
In a landscape where avatars, AR, and spatial social platforms are rising, Snap is trying to prevent being left behind. If they succeed, we may see a future where your Bitmoji is more than an icon; it’s your presence across digital rooms, scenes, and social spaces.
If you like, I can pull up comparisons with Meta’s avatar efforts, Roblox, or others—and some predictions for how Snap’s avatar world may evolve over the next 3–5 years. Do you want me to write that next?
