Dione Solutions

2025
Brand refresh, new website

Made using
Blender3D, Midjourney, Sveltekit and more

Role
Creative Director

In 2025 I had the privilege of working with Dione's brilliant Creative team on a new version of their visual identity and website.

We created a complete design system around a simple bento grid and populated it using a combination of AI, 3D modelling and traditional design tools. The result is incredibly flexible and fun.

The new site is intense. It's responsive, shiny, and full of interesting things to look at. The interface is centered around this little chatbot that will take you where you want to go or — if there isn't a page about that — it will make a new one just for you. It's proper cool.

Interactive Scenes

2018 ~ 2024
Web app

Made using
Blender, React, Nextjs

Roles
3D artists, developer, UX/UI

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The concept is simple yet effective: a 3d environment on which we place hotspots that contain slides, infographics, videos, documents etc.

We developed dozens of different versions of this tool for diferent corporate clients across several years. The styles went from vector illustrations to photorealistic 3d renderings. We designed versions of the client's offices, power plants, outdoor scenes, shopping malls, convenience stores and anything else that would fit their needs.

Clients used this tool for presentations, as educational tools or standalone webpages. There was always a moment in these projects when the client understood that we could do pretty much anything they wanted on those scenes. That's when things got interesting.

Moog Construction - Design your own vehicle

October 2022
Progressive web app

Made using
HTML5 and Vanilla JS

Roles
Lead developer, UX/UI

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No mobile support.

This progressive web app was developed for Moog Contruction to showcase their heavy machinery electrification products in the Bauma 2022 event.

Through the app, the user is able to design the type of machinery that would fit their requirements and see what options are available.

This was a very quick turn around project, designed and coded in less than 20 days. It was built as a progressive web app so it could be used on the show floor where the internet connection was unreliable and after the event it would still be made available online. The usage data was stored locally and could be downloaded later as a csv file.

Kana Invaders

January 2023
Unity Web App, iOS

Made using
Unity and Blender 3D

Tested with the support of the wonderful Learn Japanese Pod community

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Kana Invaders is an educational game made to help people learn the Japanese phonetic alphabets.

It's a mix of flashcards, space invaders and spaced repetition. The more you get the characters right, the less they come up. There's a handy screen where you can track your progress. It is also fun.

The first version of this game was made around 2006, when I lived in Tokyo. It was built in Adobe Flash and was hosted by my good friend Alex from Learn Japanese Pod.

When Adobe finally stopped supporting Flash I decided to port the game to Unity. I didn't really know how to use Unity. I still don't know C# to this day. What could go wrong? Did I mention I worked on this during lockdown? Schools where closed, my son forgot how to sleep. It was a time.

PahPow

November 2021
Augmented Reality App

Made using
Unity, Vuforia, Blender 3D.

Roles
3d design and animation, UX/UI

This was probably my favorite project in all my time at Twisted Rope.

We made a set of printed cards for holidays and special occasions that when viewed through the mobile app, would trigger AR effects.

The effects were small dioramas full of little animated characters that could be viewed from any angle. Something about the small scale of the scenes really made them work. It never got old getting to show these to people and seeing their eyes light up.

Car Dealership

June 2022

Made using
Webflow and Blender.

Roles
Lead developer, UX/UI, 3D design and animation

This project was developed for a multi-national corporation. It was used to help illustrate the user flow for a car sales mobile app under development.

We designed and animated the 3d environment based on reference provided by the client. We went through three different iterations on this scene before we found one the they liked. I remember the very specific requests about what car brands and colors we needed to have.

Board Game

July 2022

Made using
Webflow and Blender.

Roles
Lead developer, UX/UI, 3D design and animation

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No mobile support.

Board game as presentation tool. Each roll of the dice causes the pawn to move forwards. As it lands on a square, a card with relevant information is revealed.

The piece itself is a single animation made in blender and rendered as mp4. Rolling the dice causes the animation to play for a short period and pause when the pawn reaches a square. That allowed us do produce the feeling of a complex interactive piece with a simple script and a very short turn around time. The downside is that the game is deterministic. Every playthrough is identical. As we didn't expect users to play it more than once or twice, that wasn't really a problem.

If you look closely, you can see a parent in a black t-shirt carrying a boy on his back. Who could that be?

Let's Densha!

November 2023

Made using
Threejs and Blender.

Music by
Sinneschlösen.

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No mobile support.

This is my second threejs piece. The idea was to make something rich and interactive but also as lightweight as possible. Most of the scene is textured using a 64x64 pixels color grid. All the assets are very low poly and the rigs are very simple.

The base code is re-used from the Chapel scene, but it adds character rig and scenerry animation. It's hard to tell, but the train is stationary and the objects in the scene are dinamicaly generated and animated to give the illustion of movement. After they go off-screen they despawn.

It's inspired a lot by my time in Japan. The ride to Kamakura by the ocean. People looking quietly at their phones. Some of the illustrations on the ads I made on an iPad, riding the train to Kichijōji in the morning.

The Chapel

July 2023

Made using
Threejs and Blender.

Ambient track by SoundsForYou.

The pulpit is a based on this scan from the Virtual Museum of Małopolska.

Can't rememeber where I got the trees and plants.

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No mobile support.

I've been mildly obsessed with gothic architecture for a while now. I'm not a religious person, but I really like churches. They are like train stations for the afterlife.

Churches are designed to slow you down and make you look up. They have this cool, hushed ambient noise. It's nice to walk in and sit down for a bit.

The building model is based on this nice scan of Ledebour's forest chapel by kubacpetr. It's somewhere in the Czech Republic. I did remodel and texture the whole thing and design the interior.

Beatboxing

August 2022

Made using
Blender and vanilla JS.

Beats by
the wickedly talented Adam Reed.

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No mobile support.

This piece came together very quickily and was done in a couple days as part of a creative exercise. I was trying to show what kinds of things we could do in a short time with the available tools.

Adam recorded those tracks in ten minutes flat. It was a joy to see.

The animations were made using Blender's option to bake sound to f-curve.

Illustrations

Made using
Blender for modelling and rendering and Photoshop for textures.

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Some of those characters are from game projects I started and never finished. Some are from an AR project that I worked on for a long time.

The one with the VW bus started as a creative exercise and ended up as the current marquee for Learn Japanese Pod.

The train illustration came to me when I saw a candid shot someone took on a station in Japan. It didn't take long to put all those silly animals in there. Eventually that became the Let's Densha! scene.

The last one is for a friend's Discord server that is full of brilliant front-end developers.

About me

Made using
Mostly water and a bit of carbon.

I was born in the same year Voyager was launched into space. Coincidence? Most certainly. Loads of people were born that year.

I've lived and worked as a designer and developer in three continents over the past two and a half decades. It's been a long emotional ride, full of console errors, Photoshop crashes, unreasonable deadlines and very strange edit requests. I've designed beer catalogues, Flash websites and games, corporate brochures, even hand-coded php back-ends because it was a totally normal thing to do at the time.

Latelly I've been focusing a lot on improving my 3D design skills and applying those to the web in hopefully interesting ways.

I live in Amsterdam with my wife and son.
We do our best to have a good time.