About
For over twenty years I've worked where games, 3D and brand meet. Shipping titles at studios, running agencies, shaping how platforms look for millions of creators. That's been the through-line.
I'm Stellan Johansson, a Swedish creative director and brand designer with a background spanning 3D, motion, UI and visual identity.
I started out as a 3D artist at Splash Damage on Enemy Territory: Quake Wars, then moved into art and UI at GRIN across Bionic Commando, Wanted: Weapons of Fate and Terminator: Salvation, before joining People Can Fly as UI Artist & Designer on Bulletstorm.
After that I co-founded 1910 Design & Communication, and later Ritual Digital Agency — building brands and digital experiences for clients in gaming, automotive, PC hardware and entertainment. That included major website work for Fractal Design and game credits on Wolfenstein, Battlefield, The Ascent, A Way Out and more.
Most recently I was Creative Director for Creator Marketplaces at Epic Games, leading brand for Quixel, Sketchfab and Fab, and working as Principal Brand Designer across the Unreal Engine ecosystem and Fortnite.
Orby started as me trying to understand code and 3D on the web. What it feels like to build something alone, from scratch — which, after being laid off from Epic, felt like exactly the right thing to do. I couldn't find a viewer that pushed realism as far as I wanted, or had enough controls to be truly useful, so I started building one. I'm not a developer, and I'd rather say that upfront before anyone opens the repo and wonders what I was thinking.
It was built with Three.js and 100% AI-written code, and I won't pretend otherwise. What I will say is that I've tried to make it genuinely good. Not just functional, but good. The same standards I'd apply to any creative work: sweat the details, don't ship something half-finished, care about the experience. Real developers will probably still find things to cringe at, and that's okay. But sloppy wasn't the goal, and neither was just seeing if it would run. I wanted to see how far curiosity and craft could go together. Turns out, pretty far. And I'm not done. There's a long list of things I want to fix, improve and refine over the coming weeks and months. This is a living project. So here it is. Hope it's useful to you!
If you're in games or 3D and need a creative director or brand designer who gets that world, I'd love to hear from you. Orby is a passion project, not a business — so yes, I'm available.