Visualisation at DjanGo! Design Works - Bringing Concepts to Life Through Rendered Reality
Visualisation is more than just showing what something looks like. It’s about making a design feel real, tangible, and believable. Whether I’m illustrating a cinematic vehicle in its world, a product in context, or a full architectural space, I approach every render with the same mindset: believability serves the story.
High-Quality Renders with Blender Cycles
My primary rendering pipeline is built in Blender Cycles, enhanced with a custom-built asset library that includes photoreal textures, environment assets, and lighting rigs tailored for both stylized and grounded realism. From atmospheric cityscapes to gritty hangars, I create environments that give your design context—and emotional impact.
Post-Production & Compositing
After rendering, I use Lightroom and Photoshop to enhance color, mood, and clarity. I also integrate compositing effects such as depth of field, haze, lens distortion, and subtle story-driven overlays to bring the image to life.
For maximum flexibility, my renders are exported with mask passes—giving clients the ability to request adjustments without the need to re-render. It’s an efficient workflow that supports fast iterations and client collaboration.
Real-Time Visualisation: Twinmotion, D5 & UE5
For real-time projects, I use Twinmotion and D5 Render to create live walkthroughs, fast visual feedback, and interactive experiences. Perfect for architecture, product design, and quick turnarounds.
I also have experience building in Unreal Engine 5, having completed a VR project. This included environment setup, lighting, asset integration, and performance optimization for immersive presentation and gamification.
High-resolution cinematic renders with Blender Cycles
Custom environment & lighting setups
Real-time rendering with Twinmotion, D5 & Unreal 5
Unreal Engine 5 VR integration
Post-production in Lightroom & Photoshop
Efficient mask pass workflows for client revisions
- Visual storytelling tailored for film, games, and design clients
how it worksEverything you need to know about
We begin with a discovery phase.
You send me a brief, mood board, 3D model, or even just a sketch. We’ll discuss the goal of the render (cinematic? technical? stylized?), the deadline, and the deliverables. I’ll then send you a proposal outlining the scope and timeline.
Each project includes setup, rendering, and post-production.
Once the direction is clear, I build or import the model into Blender, set up lighting and environments using my custom asset libraries. After rendering, I enhance the image in Lightroom and Photoshop, including compositing and final color grading.
Yes, collaboration is built in.
I regularly share previews and WIP renders for feedback. You can comment via email, Miro board, or join a live VR sketch session (using Gravity Sketch) if we’re refining form or layout. I also build in revision rounds before final delivery.
No problem, because I export with mask passes, I can make fast adjustments in post without re-rendering the whole image. This makes things like color tweaks, material swaps, or background changes easy- even after the initial delivery.
Whatever works best for your team.
I can deliver high-res stills (4k +)JPG, PNG, TIFF, layered PSDs or Procreate. Also animated turntables.
For real-time renders, I can also provide Twinmotion or Unreal Engine scene files, or walkthrough and Twinmotion presentation exports for easy client review.



