Bud Balla

Bud Balla is the first physical product I’ve designed and developed independently. What began as a concept evolved into a fully engineered object through iterative prototyping, CAD modeling, and hands-on manufacturing experimentation.

This project marked a shift from purely digital creative work into physical product invention and engineering execution in addition to being solo project I've worked on for the past year and it actively continues to evolve. During this project I've been responsible for:

  • Product concept and industrial design

  • CAD modeling and engineering

  • 3D visualization and material exploration

  • Rapid prototyping via 3D printing

  • User testing and feedback iteration

  • Investment in hardware and tooling

  • Product concept and industrial design

  • CAD modeling and engineering

  • 3D visualization and material exploration

  • Rapid prototyping via 3D printing

  • User testing and feedback iteration

  • Investment in hardware and tooling

  • Product concept and industrial design

  • CAD modeling and engineering

  • 3D visualization and material exploration

  • Rapid prototyping via 3D printing

  • User testing and feedback iteration

  • Investment in hardware and tooling

Type

Product Design

, Brand

Type

Product Design

, Brand

Type

Product Design

, Brand

Tools

Shapr 3D, Cinema 4D, Redshift, After Effects, X-particles, Premiere Pro

Tools

Shapr 3D, Cinema 4D, Redshift, After Effects, X-particles, Premiere Pro

Tools

Shapr 3D, Cinema 4D, Redshift, After Effects, X-particles, Premiere Pro

Challenge

Designing a physical consumer product required solving for:

  • Functional ergonomics

  • Material durability

  • Manufacturability

  • Aesthetic appeal

  • User behavior in real-world contexts

Unlike digital design, physical products introduce irreversible constraints — tolerances, material behavior, stress points, and usability friction.

The challenge was to translate an abstract idea into a tangible, testable object.

Approach

From the beginning, I treated Bud Balla as an iterative systems problem, not a one-off design.

I focused on:

  • Rapid feedback loops through 3D printing

  • Continuous refinement of geometry and tolerances

  • Evaluating multiple engineering materials

  • Testing real-world usability before locking design decisions

The goal was to create a product that balanced form, function, and manufacturability.

From the beginning, I treated Bud Balla as an iterative systems problem, not a one-off design.

I focused on:

  • Rapid feedback loops through 3D printing

  • Continuous refinement of geometry and tolerances

  • Evaluating multiple engineering materials

  • Testing real-world usability before locking design decisions

The goal was to create a product that balanced form, function, and manufacturability.

Process & Systems

Design Systems

I built and maintained component libraries to ensure consistency across platforms and teams. This improved collaboration and reduced redundancy in development.

Cross-Continental Team Leadership

Between 2015–2019, I led design teams across North and South America, establishing workflows and communication structures that enabled distributed collaboration.

Process & Development

CAD Modeling

I taught myself CAD in order to fully control the geometry and engineering details of the product. Each revision was modeled with precision to account for fit, strength, and usability.

As the Lead Motion Designer I was responsible for:

  • Concept development and storyboarding

  • Technical execution in C4D + Redshift

  • Animating and refining iterations based on client feedback

Prototyping & 3D Printing

I invested in 3D printing hardware to accelerate development. Over the course of development, I iterated through hundreds of prototypes, refining:

  • Ergonomic form

  • Structural integrity

  • Assembly considerations

  • Material behavior

Each prototype informed the next revision.

As the Lead Motion Designer I was responsible for:

  • Concept development and storyboarding

  • Technical execution in C4D + Redshift

  • Animating and refining iterations based on client feedback

Material & Visualization Exploration

In parallel, I created high-fidelity 3D visualizations of the product in various engineering materials to evaluate:

  • Surface finishes

  • Colorways

  • Manufacturing viability

  • Market presentation

This dual-track process allowed both engineering and branding considerations to evolve together.

As the Lead Motion Designer I was responsible for:

  • Concept development and storyboarding

  • Technical execution in C4D + Redshift

  • Animating and refining iterations based on client feedback

Engineering Collaboration

Established documentation standards and handoff workflows that reduced ambiguity and improved delivery speed.

As the Lead Motion Designer I was responsible for:

  • Concept development and storyboarding

  • Technical execution in C4D + Redshift

  • Animating and refining iterations based on client feedback

Design Sprints & Problem-Solving Frameworks

Implemented structured sprint methodologies to move from discovery to validation quickly. This became a core internal process for solving product challenges.

Engineering Collaboration

Established documentation standards and handoff workflows that reduced ambiguity and improved delivery speed.

Outcome

Bud Balla is currently in continued development, with refinements ongoing as I prepare the product for market release. The project represents a full-stack design effort — from invention through engineering and validation.

The product will be available for sale soon.

Reflection

Designing a physical product reinforced the importance of iteration, constraint-driven thinking, and hands-on experimentation.

Unlike digital work, physical design forces decisions to be tested in the real world. The experience expanded my skill set into:

  • CAD modeling

  • Rapid prototyping

  • Independent product development

It represents a significant evolution in how I approach design — moving from visual systems into engineered objects.