About
Orby is a 3D studio that runs in your browser. Drop in a model, set the lighting and framing, and get something you'd actually send — a still, a turntable clip, a clean export — without booting up a full DCC or building a pipeline around a single file.
It's for 3D artists who want a fast, serious look at their work, and for designers who need to show 3D to a client without a lot of setup. Product visuals, game assets, portfolio pieces, AI-generated models — if you've got a GLB, you're in the right place. SVG extrusion is in there too, but honestly, GLB is what Orby cares about most — right now, at least. I'm still working on it.
Everything stays on your machine. No account, no uploads, no training on your work. Close the tab and the model is gone. It's free, with no export limits or watermarks — because it only helps if it's actually worth using.
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. Orby is where that background landed — a passion project I built mostly on my own.
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 — building something alone from scratch, which after being laid off from Epic felt like 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 a designer, not a full-time developer — AI-assisted coding was part of the process, but the goal was always a viewer worth actually using.
I've tried to make it genuinely good — the same standards I'd apply to any creative work: sweat the details, don't ship something half-finished, care about the experience. There's still a long list of things I want to fix and refine. This is a living project. 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.