tony ignatious ambrose
3D & Motion
Designer
Most design tries to look good. Good design tries to mean something.
Purpose over prettiness. If it doesn't add value for the customer, it failed, no matter how it looks.
Three-dimensional
Modelling, lookdev, product visualisation
blender · unreal engine · substance painter · marvelous designer
Motion
Product films, interface motion, title sequences
after effects · davinci resolve · rive
Interface
UI systems, prototypes, design systems
figma · webflow
Synthetic
AI-assisted video and audio pipelines
minimax · elevenlabs
I'm Tony. 3D and motion designer, based in Dubai.
I started out seeing a gap. There were 3D people and there were interface people, and very few in between. That seemed like a good place to stand, so I stood there.
Every project starts the same way for me: what is everyone else in this category doing, and what are they all missing? The interesting answer is usually in the gap, not in the benchmark.
For years the honest problem with motion was that it died in handover. You'd design something that moved, and it would arrive on the site as a static block, because it was too expensive or too difficult or nobody had time. That's largely over now. Between GSAP and the current generation of build tools, motion isn't a nice-to-have you argue for at the end. It's how you tell the story in the first place. I build with that assumption from the start.
What I care about is whether the thing works, not whether it looks good in a case study. The clearest example I can give is banking apps. I use one every day in Dubai and it is consistently miserable, and a banking app is the purest possible test, because there's no brand fantasy to hide behind. You either made it easy to move your money or you didn't. Most didn't. That's failed design no matter how it looks.
Outside client work I build things nobody asked for. In 2022 I made VARIANT®, a robot with a wardrobe, 3,333 variations, sold out in an hour, and I had the shoes actually manufactured and shipped to the people who collected one.
I'd like to do more pure 3D. Modelling, product films, things that need to look real before they exist.
Most of it gets made with Random Access Memories playing. Daft Punk built machines that sounded human, which is roughly what I'm trying to do.