Andrew Jordan | Senior 3D Designer

Senior 3D Designer / Product Visualization Lead

Product / systems / real-time

Andrew Jordan.

I've spent 14 years making products, characters, and game worlds feel real, and building the workflows that help teams do it again.

Good 3D is not only a beautiful image. It is a clear decision.

Most projects start with a CAD file, a rough idea, or a hard technical problem. I like turning that mess into something accurate, useful, and easy for a team to build on.

06 projects / a closer look

How I work

I care about the final frame, but I also care about everything that makes the next frame easier: clean inputs, shared standards, useful feedback, and a process people can trust.

01

Start with what is true

CAD, references, finish callouts, product details, and real constraints come first. A beautiful image that misrepresents the product is not finished.

02

Make it easy to understand

Camera, lighting, materials, and motion should explain the product before they decorate it.

03

Build for the whole system

I look past the single deliverable toward reusable scenes, consistent outputs, clear review points, and fewer surprises downstream.

04

Use new tools with judgment

Gen AI helps me search, explore, and communicate ideas faster. Product accuracy, brand judgment, and final QA stay human-led.

More work

A wider look at product categories, campaign formats, licensed characters, and physical-minded 3D work.

Transparent materials / campaign lighting
Wearables / campaign visualization
E-commerce / feature communication
Product bundle / international campaign
Character sculpture / surface detail
Creature design / production sculpt
Product feature / edge-to-edge protection
Product overview / materials and finish

A little about me

Before I was a 3D artist, I was a basketball player. I still approach creative work like a good team sport: prepare hard, communicate clearly, and make the people around you better.

I grew up around both competition and creativity. I played Division I basketball at Utah State, my dad played professional football, and my mom built a graphic design business. Making things and working toward a shared goal have always felt connected to me.

I live in Syracuse, Utah. Outside product visualization, I co-founded Spellbound Studios and spend a lot of my free time building Shattered Realms, sculpting fantasy characters, playing RPGs, or getting outside with my family.

14 years in 3DFormer D1 athleteCo-founder, Spellbound Studios

If the work feels familiar, let's talk about yours.

I am always happy to talk through the actual work, the hard parts of a 3D pipeline, or where a team needs stronger visual and technical leadership.

andrewjordanart@gmail.com
Andrew Jordan / Senior 3D Designer Syracuse, Utah / 2026

3D Product Motion

01 / Product animation and motion design

Features in motion

Across ZAGG, Gear4, InvisibleShield, and Mophie, I use 3D animation and motion graphics to make technical product benefits immediate. These three focused reels separate product craft, feature communication, and functional product storytelling.

Role: 3D design / materials / lighting / animation / motion graphics / final render

01A

Hero Product Motion

Materials, lighting, camera movement, and product detail across ZAGG, Gear4, InvisibleShield, and Mophie.

00:17
01B

Technical Features in Motion

Motion graphics that make protection, signal, materials, and product behavior immediately legible.

00:21
01C

Product Function in Motion

Adjustable configurations, keyboard interaction, detachable components, stylus storage, and material detail told through one focused product story.

00:17
01 / 06

Visualization At Scale

02 / CAD to campaign

One product, many moments

A launch rarely needs one image. It needs a family of accurate visuals that can move across retail, e-commerce, packaging, B2B, and campaign channels without losing the product or the brand.

Role: CAD preparation / look development / visual standards / rendering / QA

02 / 06

Shattered Realms

03 / Real-time development

A game built after hours

I co-founded Spellbound Studios with a longtime friend. Shattered Realms is where I combine character design and modeling, visual direction, environment work, lighting, PBR materials, optimization, marketing visuals, and the practical problem solving that comes with building a game.

Role: co-founder / lead 3D artist / character art / visual direction / Unreal Engine pipeline

03 / 06

Disney Infinity 2.0

04 / Shipped real-time FX

Disney Infinity 2.0: Marvel Super Heroes

At Disney Interactive Studios, I created particles, textures, and real-time effects for Disney Infinity 2.0: Marvel Super Heroes as part of a large AAA production team. Each effect had to read immediately, match the game's visual language, and perform reliably in-engine.

Role: FX artist / particles / textures / in-engine implementation

04 / 06

Stormborn Collectibles

05 / Character to collectible

Fantasy made physical

Stormborn began as a place to make the fantasy characters I wanted to see on a shelf. Each piece moves from character idea and ZBrush sculpture through presentation and production-aware decision making.

Role: founder / lead character artist / sculpture / rendering / production workflow

05 / 06

Across The Product Line

06 / Product range

Accuracy across categories

Cases, screen protection, power, keyboards, wearables, and retail visuals all ask different questions. The through line is careful material work, product truth, and an image built for its actual channel.

Focus: CAD to render / material accuracy / launch imagery / e-commerce / retail

06 / 06
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