01
Brief and concept
Work out what the thing has to do, then draw it before anyone builds it.
About
Eindhoven, NL
Based in
Eindhoven
Work
Studio + freelance
Projects
40
Focus
3D, web, motion
I am Ramon, 28, a multimedia designer, 3D generalist and web developer in Eindhoven. I studied Communication & Multimedia Design at Avans Hogeschool in 's-Hertogenbosch from 2016 to 2021, with a minor in Interactive Narrative Design at HKU in Utrecht in 2019, and I have spent the years since at Enversed Studios. The work runs from 360 and VR animation to photoreal product visualisation, serious games, configurators and AI-driven training tools.
Most of it starts with a problem: what the thing has to do, and how someone should move through it. That gets worked into a concept, design, and the build.
I like briefs with a real constraint in them. A physical motion simulator the camera path has to match, a trade show with no reliable wifi, a client who needs to write new content without calling a developer. Those are the projects I do my best work on.

01 / What I do
Three disciplines that run in sequence on nearly every project. Open one to see what it involves and what it is built with.
Modelling, shading and lighting in Blender, rendered in Cycles. Industrial machines rebuilt from client CAD, 360 masters for headsets, and camera paths cut to match the movement of a physical motion simulator.
Deliverable
360 and 2D masters
Installed at
Time Centre Wittenstein, Estonia
Longest master
21 minutes of 360
Interface design in XD, and 2D explainer animation in After Effects, built from a script and a storyboard. I cut the timing, which is the part that decides whether an explainer explains anything, sometimes over artwork drawn together with a colleague.
Deliverable
Explainers, UI systems
Largest set
18 clips, SKC
Fastest run
15 animations, 1 week
Browser games and configurators in PlayCanvas, platforms in Next.js and TypeScript, multiplayer over Socket.IO, and voice pipelines that transcribe, answer and speak back in one round trip. Built for the hardware that will be in the room, including trade show booths with no reliable wifi.
Deliverable
Live sites, platforms
Role
Full stack
Biggest reach
28k+ sessions, Verandaci
02 / Background
Five years of school, then one studio, and a fairly steady drift from rendering frames to shipping software.
Avans, 2016 – 2021
A bachelor that covers design, motion and code in the same programme, which is roughly the mix I still work in.
HKU Utrecht, 2019
A minor in how interactive stories are built. It is the part of my education that still shows up most often, in escape rooms, serious games and AI-driven conversations.
2021
Started on Beroepsoriëntatie 360, a pilot career orientation platform. Six companies shot on location with an Insta360 Titan, stitched and retouched, then rebuilt as a WebVR tour.
2022
Ontrafel Franeker was my first PlayCanvas project and the reason it became the studio's default engine. In parallel, four months in Blender and Cycles on Wittenstein 360, a 360 ride synced to a physical motion simulator in Estonia.
2023
Alimak construction hoists, the Pneumix loader cycle and Brigade Electronics' Backeye360, all modelled from client CAD or reference photos and rendered photoreal. Plus Plagron and Verandaci on the realtime side.
2024
VR Voyage put headsets on an Amsterdam canal boat. University of the Future ran as a multi-panel touch table at Dutch Design Week. VML Technologies got a configurator that also generates its own spec sheet.
2025
A five-level WebXR escape room for CrazyGames, Joico's certification webinar and its AI soft-skill training, where employees rehearse client conversations out loud with a virtual client.
2026
Character Lab, a multi-tenant platform where trainers build their own AI characters without a developer, concepted and built solo. Murder Mystery rebuilt as a multi-case platform, and TKH Security rendered in 360 and 2D.
03 / Pipeline
Most projects pass through all five stages. Which of them I work on depends on the project. The tools listed are what each stage uses.
01
Work out what the thing has to do, then draw it before anyone builds it.
02
Rebuild the subject from reference photos or a site visit, then give it materials.
03
Light the scene and render it, flat or 360, and cut the sound if the piece needs it.
04
Turn it into something a person can use, on the hardware that will be in the room.
05
Install it, hand the client the parts they should edit themselves, then keep it running.
Scroll sideways
03 / About
I'm Ramon, a multimedia designer based in Eindhoven. Projects start with a problem: what the thing has to do, and how someone should move through it. The answer has been a 360 film, a VR walkthrough, an explainer animation, a configurator and an AI training platform.
My part is 3D, design and code: modelling and lighting in Blender, interface and motion in XD/Illustrator and After Effects, and the build in PlayCanvas or Next.js.