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 opening a full DCC or building a pipeline around one file.
It's for 3D artists who want a fast, serious look at their work. It's also 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 GLB is what Orby cares about most right now. Still working on the rest.
Everything stays on your machine. No account, no uploads, no training on your work. Close the tab and the model's gone. It's free, no export limits, no watermarks — 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 the through-line. Orby is where it landed — a passion project I built mostly on my own.
I'm Stellan Johansson, a Swedish creative director and brand designer with a background in 3D, motion, UI and visual identity.
I started 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, including 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 an attempt to actually understand code and 3D on the web — building something alone from scratch, which felt like the right move after being laid off from Epic. I couldn't find a viewer that pushed realism far enough, or gave me enough control to be genuinely useful, so I built 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 using.
I've tried to make it genuinely good, holding it to the same standard I'd hold any creative work: sweat the details, don't ship something half-finished, care about the experience. There's still a long list of things 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 knows that world, I'd love to hear from you. Orby's a passion project, not a business — so yes, I'm available.