Stryker Photonblade
Stryker Photonblade
Stryker Photonblade
Motion Design
Motion Design
3D
3D
Product Visualization
Product Visualization
After Effects
After Effects
Cinema4D
Cinema4D
Figma
Figma
Houdini
Stryker was launching PhotonBlade 3 SE, a new medical technology that required clear, compelling storytelling while meeting strict brand and regulatory standards. I owned the 3D and motion design, collaborating closely with a creative director and a cross-functional client team (marketing, legal, and project management) to translate complex technology into an accessible visual narrative.
Stryker was launching PhotonBlade 3 SE, a new medical technology that required clear, compelling storytelling while meeting strict brand and regulatory standards. I owned the 3D and motion design, collaborating closely with a creative director and a cross-functional client team (marketing, legal, and project management) to translate complex technology into an accessible visual narrative.
Stryker was launching PhotonBlade 3 SE, a new medical technology that required clear, compelling storytelling while meeting strict brand and regulatory standards. I owned the 3D and motion design, collaborating closely with a creative director and a cross-functional client team (marketing, legal, and project management) to translate complex technology into an accessible visual narrative.
CONTRIBUTION
CONTRIBUTION
MOTION DESIGN
MOTION DESIGN
DIRECTION
DIRECTION
STRATEGY
STRATEGY
YEAR
YEAR
2024
2024















Working within a standardized review schedule, I developed 3D and motion assets that blended seamlessly with live action and were designed as modular vignettes for use across multiple touchpoints. Close collaboration and the use of recorded video feedback—instead of written notes—improved clarity, reduced revisions, and strengthened alignment. The final result was a scalable motion asset library that supported the launch and reinforced the value of clear ownership, structured reviews, and high-quality feedback.
Working within a standardized review schedule, I developed 3D and motion assets that blended seamlessly with live action and were designed as modular vignettes for use across multiple touchpoints. Close collaboration and the use of recorded video feedback—instead of written notes—improved clarity, reduced revisions, and strengthened alignment. The final result was a scalable motion asset library that supported the launch and reinforced the value of clear ownership, structured reviews, and high-quality feedback.
Working within a standardized review schedule, I developed 3D and motion assets that blended seamlessly with live action and were designed as modular vignettes for use across multiple touchpoints. Close collaboration and the use of recorded video feedback—instead of written notes—improved clarity, reduced revisions, and strengthened alignment. The final result was a scalable motion asset library that supported the launch and reinforced the value of clear ownership, structured reviews, and high-quality feedback.







