Solar K980
PROJECT OVERVIEW
We led the visual direction, design, and production for the launch of Solar+ K980. There was no formal brief, so my role was to create direction and visual language, shaping a clear visual story that explains how the product works and how it fits into an IT manager’s ecosystem.
The work spanned a sales deck, product page, and 30-second video, delivered end to end in eight weeks. The main challenge was making deliberate trade-offs to keep the story clear, stakeholders aligned, and delivery on track.
My Role:
Creative Director 3D Designer
Solar K980
PROJECT OVERVIEW
We led the visual direction, design, and production for the launch of Solar+ K980. There was no formal brief, so my role was to create direction and visual language, shaping a clear visual story that explains how the product works and how it fits into an IT manager’s ecosystem.
The work spanned a sales deck, product page, and 30-second video, delivered end to end in eight weeks. The main challenge was making deliberate trade-offs to keep the story clear, stakeholders aligned, and delivery on track.
My Role:
Creative Director 3D Designer
Solar K980
PROJECT OVERVIEW
We led the visual direction, design, and production for the launch of Solar+ K980. There was no formal brief, so my role was to create direction and visual language, shaping a clear visual story that explains how the product works and how it fits into an IT manager’s ecosystem.
The work spanned a sales deck, product page, and 30-second video, delivered end to end in eight weeks. The main challenge was making deliberate trade-offs to keep the story clear, stakeholders aligned, and delivery on track.
My Role:
Creative Director 3D Designer
Solar K980
PROJECT OVERVIEW
We led the visual direction, design, and production for the launch of Solar+ K980. There was no formal brief, so my role was to create direction and visual language, shaping a clear visual story that explains how the product works and how it fits into an IT manager’s ecosystem.
The work spanned a sales deck, product page, and 30-second video, delivered end to end in eight weeks. The main challenge was making deliberate trade-offs to keep the story clear, stakeholders aligned, and delivery on track.
My Role:
Creative Director 3D Designer
01
The Approach
The project started as a list of features, inputs, and opinions rather than a clear narrative. With no single brief to react to, we ran a short story design sprint to establish a shared point of view before any time consuming design work began.
Together with product, marketing, and industrial design, we created a first draft of the master script and story flow. That script was then translated into low fidelity sketches to prototype the sales deck, product page, and 30 second video.
What I did:
Clarifying what actually matters to an IT manager
Grouping and distilling features into clear talking points
Establishing a single master story before splitting into deliverables
Mocked up low fidelity experiences based on the script
01
The Approach
The project started as a list of features, inputs, and opinions rather than a clear narrative. With no single brief to react to, we ran a short story design sprint to establish a shared point of view before any time consuming design work began.
Together with product, marketing, and industrial design, we created a first draft of the master script and story flow. That script was then translated into low fidelity sketches to prototype the sales deck, product page, and 30 second video.
What I did:
Clarifying what actually matters to an IT manager
Grouping and distilling features into clear talking points
Establishing a single master story before splitting into deliverables
Mocked up low fidelity experiences based on the script
01
The Approach
The project started as a list of features, inputs, and opinions rather than a clear narrative. With no single brief to react to, we ran a short story design sprint to establish a shared point of view before any time consuming design work began.
Together with product, marketing, and industrial design, we created a first draft of the master script and story flow. That script was then translated into low fidelity sketches to prototype the sales deck, product page, and 30 second video.
What I did:
Clarifying what actually matters to an IT manager
Grouping and distilling features into clear talking points
Establishing a single master story before splitting into deliverables
Mocked up low fidelity experiences based on the script
01
The Approach
The project started as a list of features, inputs, and opinions rather than a clear narrative. With no single brief to react to, we ran a short story design sprint to establish a shared point of view before any time consuming design work began.
Together with product, marketing, and industrial design, we created a first draft of the master script and story flow. That script was then translated into low fidelity sketches to prototype the sales deck, product page, and 30 second video.
What I did:
Clarifying what actually matters to an IT manager
Grouping and distilling features into clear talking points
Establishing a single master story before splitting into deliverables
Mocked up low fidelity experiences based on the script



02
Design Development
I bring 3D in early as a problem-solving tool to align with the product team, using rapid prototyping to validate intent, setups, and critical details before committing further.
What I did:
Blocked scenes quickly using low fidelity geometry and existing setups
Reused existing setups to reduce build time and keep focus on problem-solving
Treated each blockout as a checklist for what needed to be designed or refined
Outcomes:
Early validation of story flow
Locking down accuracy of setups and portfolio pairings to avoid remakes later
Clear alignment on what visual treatments we need and things to build
02
Design Development
I bring 3D in early as a problem-solving tool to align with the product team, using rapid prototyping to validate intent, setups, and critical details before committing further.
What I did:
Blocked scenes quickly using low fidelity geometry and existing setups
Reused existing setups to reduce build time and keep focus on problem-solving
Treated each blockout as a checklist for what needed to be designed or refined
Outcomes:
Early validation of story flow
Locking down accuracy of setups and portfolio pairings to avoid remakes later
Clear alignment on what visual treatments we need and things to build
02
Design Development
I bring 3D in early as a problem-solving tool to align with the product team, using rapid prototyping to validate intent, setups, and critical details before committing further.
What I did:
Blocked scenes quickly using low fidelity geometry and existing setups
Reused existing setups to reduce build time and keep focus on problem-solving
Treated each blockout as a checklist for what needed to be designed or refined
Outcomes:
Early validation of story flow
Locking down accuracy of setups and portfolio pairings to avoid remakes later
Clear alignment on what visual treatments we need and things to build
02
Design Development
I bring 3D in early as a problem-solving tool to align with the product team, using rapid prototyping to validate intent, setups, and critical details before committing further.
What I did:
Blocked scenes quickly using low fidelity geometry and existing setups
Reused existing setups to reduce build time and keep focus on problem-solving
Treated each blockout as a checklist for what needed to be designed or refined
Outcomes:
Early validation of story flow
Locking down accuracy of setups and portfolio pairings to avoid remakes later
Clear alignment on what visual treatments we need and things to build
03
Data Setup
I work directly with ID, CMF, and UX to understand the design intent and key decisions, then carry that thinking through every detail of the visuals. This close collaboration builds trust and ensures the final output reflects the product’s vision.
Data setup breaks down when stakeholders review the product in isolation and under different conditions. Indirect feedback slows decisions and creates misalignment. I address this by running live sessions, anchoring reviews to a clear source of truth and photographic references, and matching real-world lighting in CG. The result is faster alignment and fewer downstream corrections.
What I did:
Export clean CAD at different fidelity's
Setup Photorealistic Digital Twin
Model Packaging + Unwrap + Texture
Create UI Screens
Outcomes:
Source of truth comparison stops any reviews without context
Accurate product setups
03
Data Setup
I work directly with ID, CMF, and UX to understand the design intent and key decisions, then carry that thinking through every detail of the visuals. This close collaboration builds trust and ensures the final output reflects the product’s vision.
Data setup breaks down when stakeholders review the product in isolation and under different conditions. Indirect feedback slows decisions and creates misalignment. I address this by running live sessions, anchoring reviews to a clear source of truth and photographic references, and matching real-world lighting in CG. The result is faster alignment and fewer downstream corrections.
What I did:
Export clean CAD at different fidelity's
Setup Photorealistic Digital Twin
Model Packaging + Unwrap + Texture
Create UI Screens
Outcomes:
Source of truth comparison stops any reviews without context
Accurate product setups
03
Data Setup
I work directly with ID, CMF, and UX to understand the design intent and key decisions, then carry that thinking through every detail of the visuals. This close collaboration builds trust and ensures the final output reflects the product’s vision.
Data setup breaks down when stakeholders review the product in isolation and under different conditions. Indirect feedback slows decisions and creates misalignment. I address this by running live sessions, anchoring reviews to a clear source of truth and photographic references, and matching real-world lighting in CG. The result is faster alignment and fewer downstream corrections.
What I did:
Export clean CAD at different fidelity's
Setup Photorealistic Digital Twin
Model Packaging + Unwrap + Texture
Create UI Screens
Outcomes:
Source of truth comparison stops any reviews without context
Accurate product setups
03
Data Setup
I work directly with ID, CMF, and UX to understand the design intent and key decisions, then carry that thinking through every detail of the visuals. This close collaboration builds trust and ensures the final output reflects the product’s vision.
Data setup breaks down when stakeholders review the product in isolation and under different conditions. Indirect feedback slows decisions and creates misalignment. I address this by running live sessions, anchoring reviews to a clear source of truth and photographic references, and matching real-world lighting in CG. The result is faster alignment and fewer downstream corrections.
What I did:
Export clean CAD at different fidelity's
Setup Photorealistic Digital Twin
Model Packaging + Unwrap + Texture
Create UI Screens
Outcomes:
Source of truth comparison stops any reviews without context
Accurate product setups






04
Art Direction
Solar products carry anxiety. Earlier generations overpromised and underdelivered, creating skepticism. Our goal was to remove that tension by designing a visual language that feels serene, reliable, and warm. The visual language is built around calm confidence. Soft light, deep shadows, and moments of gentle reveal. Objects slowly emerge from darkness, coming to life with warmth and restraint.
Being hands-on allows me to iterate on art direction through making. The work evolved through rapid cycles of style frames, reverse-engineered references, and focused visual tests. AI and 3D tools were used to explore options, validate decisions, and build a clear creative rationale. The treatment draws influence from Tendril Studio and the lighting sensibility of Daniel Lepik.
04
Art Direction
Solar products carry anxiety. Earlier generations overpromised and underdelivered, creating skepticism. Our goal was to remove that tension by designing a visual language that feels serene, reliable, and warm. The visual language is built around calm confidence. Soft light, deep shadows, and moments of gentle reveal. Objects slowly emerge from darkness, coming to life with warmth and restraint.
Being hands-on allows me to iterate on art direction through making. The work evolved through rapid cycles of style frames, reverse-engineered references, and focused visual tests. AI and 3D tools were used to explore options, validate decisions, and build a clear creative rationale. The treatment draws influence from Tendril Studio and the lighting sensibility of Daniel Lepik.
04
Art Direction
Solar products carry anxiety. Earlier generations overpromised and underdelivered, creating skepticism. Our goal was to remove that tension by designing a visual language that feels serene, reliable, and warm. The visual language is built around calm confidence. Soft light, deep shadows, and moments of gentle reveal. Objects slowly emerge from darkness, coming to life with warmth and restraint.
Being hands-on allows me to iterate on art direction through making. The work evolved through rapid cycles of style frames, reverse-engineered references, and focused visual tests. AI and 3D tools were used to explore options, validate decisions, and build a clear creative rationale. The treatment draws influence from Tendril Studio and the lighting sensibility of Daniel Lepik.
04
Art Direction
Solar products carry anxiety. Earlier generations overpromised and underdelivered, creating skepticism. Our goal was to remove that tension by designing a visual language that feels serene, reliable, and warm. The visual language is built around calm confidence. Soft light, deep shadows, and moments of gentle reveal. Objects slowly emerge from darkness, coming to life with warmth and restraint.
Being hands-on allows me to iterate on art direction through making. The work evolved through rapid cycles of style frames, reverse-engineered references, and focused visual tests. AI and 3D tools were used to explore options, validate decisions, and build a clear creative rationale. The treatment draws influence from Tendril Studio and the lighting sensibility of Daniel Lepik.



05
Shot Development
This final phase focuses on refinement and quality control, resolving visual issues, tightening composition and lighting, and applying consistent judgment and taste across the work.
Tools:
Cinema 4D
Octane
Redshift
X-Particles
HDR Light Studio
Figma
After Effects
05
Shot Development
This final phase focuses on refinement and quality control, resolving visual issues, tightening composition and lighting, and applying consistent judgment and taste across the work.
Tools:
Cinema 4D
Octane
Redshift
X-Particles
HDR Light Studio
Figma
After Effects
05
Shot Development
This final phase focuses on refinement and quality control, resolving visual issues, tightening composition and lighting, and applying consistent judgment and taste across the work.
Tools:
Cinema 4D
Octane
Redshift
X-Particles
HDR Light Studio
Figma
After Effects
05
Shot Development
This final phase focuses on refinement and quality control, resolving visual issues, tightening composition and lighting, and applying consistent judgment and taste across the work.
Tools:
Cinema 4D
Octane
Redshift
X-Particles
HDR Light Studio
Figma
After Effects
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06
Credits
Acknowledgements to all involved.
Ricardo Figueiroa: Storytelling & Head of B2B Design Group
Sebastian Halin: 3D Design & Art Direction
Jarrod Allen: 3D Design & FX & Animation
Alexander Bernsen: Sound Design (Ampli Studio)
06
Credits
Acknowledgements to all involved.
Ricardo Figueiroa: Storytelling & Head of B2B Design Group
Sebastian Halin: 3D Design & Art Direction
Jarrod Allen: 3D Design & FX & Animation
Alexander Bernsen: Sound Design (Ampli Studio)
06
Credits
Acknowledgements to all involved.
Ricardo Figueiroa: Storytelling & Head of B2B Design Group
Sebastian Halin: 3D Design & Art Direction
Jarrod Allen: 3D Design & FX & Animation
Alexander Bernsen: Sound Design (Ampli Studio)
06
Credits
Acknowledgements to all involved.
Ricardo Figueiroa: Storytelling & Head of B2B Design Group
Sebastian Halin: 3D Design & Art Direction
Jarrod Allen: 3D Design & FX & Animation
Alexander Bernsen: Sound Design (Ampli Studio)