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Tobias Anderssohn

Generate Visuals at Scale


ISSUE #005

Create Custom Visuals in the Browser ↗

Building visuals that scale shouldn’t be hard.

That sounds risky at first. Especially coming from someone who makes visuals for a living.

But I don’t think the job is to keep every visual decision dependent on me. The job is to build the kind of visual language that can survive without me being in every room, every Slack thread, every last-minute deck request.

A good designer can still become a bottleneck. Not because they are slow or difficult, but because the process around them is heavy. Briefing, availability, meetings, feedback rounds, file handoffs, tiny revisions, another export.

All that for one visual. That’s ridiculos.

That is why I am testing the voxel generator.

The Content Machine

The point is not full creative freedom. If anyone can change everything, the visual language slowly turns into personal taste, random experiments, and “almost on-brand” output.

Guided Exploration is different. Guided Exploration gives an in-house team enough control to create what they need, while keeping the important decisions protected. Composition can change. Format can change. Colour themes can shift. Complexity can be dialled up or down. But the underlying rules stay intact.

The brand still feels like itself.

That is the part I care about: production at scale without visual drift.

A visual system should not only define what something looks like once. It should define how new things can be made from the same logic. The forms, materials, lighting, rhythm, spacing, density, and level of detail are not decoration. They are the rails.

The generator simply turns those rails into something usable.

Instead of asking an artist for every new asset, the team can open the tool and create a variation in real time. A slide background. A social crop. A campaign texture. A desktop image. A supporting visual for a landing page.


The Foundation

I still believe the first part needs deep creative work. You need the concept. You need the visual metaphor. You need the art direction. You need to decide what belongs to the brand and what does not.

A generator cannot do that for you. It needs to grow out of a controlled world that was already art-directed. That distinction matters.

But once that foundation exists, it should not be locked away in a 3D file that only one person can operate. It should become part of the team’s working environment.

This is where 3D gets interesting for branding. A world you can use at every touchpoint. With the same visual queues and logic. Define the world, build the components, then let the team generate useful variation from it.

You can move faster because you are not starting from scratch. You can experiment without breaking the brand. You can make something fit the exact touchpoint in front of you, instead of forcing the same static asset into every layout.

That is a much better use of a designer’s time.

That is the shift I am trying to build toward.


Test it

I’m currently turning this thinking into a practical visual toolkit: a voxel-based generator that lets teams create controlled, on-brand variations without opening a 3D scene or waiting for another render pass.

That's it for now.

Best!

PS: We've been renovating a little at my moms house. Working with our hands and stuff. No CMD + Z, No Claude Co-Work... that's tough. And these projects seem to be endless. If you're in something similar right now. Hang in there, take it step by step!

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tobias-anderssohn.com ↗
Elevating Brand Design
with 3D Visuals & Animation

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Tobias Anderssohn

Notes from my own practice. What I'm thinking about, what I'm learning, and where I think 3D and brand identity are heading. Not a content schedule — more like letters to people who care about the same things.

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