Multidisciplinary Designer / Developer / Creative Technologist

Obed Bari
Tredouna.

I build visual-first websites, product interfaces, broadcast tools, game-related experiments, 3D assets, and motion work for creative brands, esports teams, student organizations, and early-stage products.

Bandung
Indonesia
Design
Visual systems
Code
Web products

About

I came into digital work from the visual side: esports graphics, interface experiments, 3D assets, and small product ideas that needed to look sharp before they could feel useful. Over time that became a workflow where I design the direction, build the frontend, and polish the motion/details myself. I am most interested in projects where identity, interface, and interaction need to feel like one system.

Portrait of Obed Bari Tredouna

Tredouna / Portfolio

Discovery → Build → Handoff

OPEN

Deliverables and production lanes

Portfolio and brand websites Product interface builds Broadcast overlays and tools Esports visual systems 3D assets and renders Motion packages Game UI and experiments Creative development Portfolio and brand websites Product interface builds Broadcast overlays and tools Esports visual systems 3D assets and renders Motion packages Game UI and experiments Creative development

02 / Experience timeline

Experiences

Roles across interactive products, 3D animation, esports broadcast, community platforms, creative development, and competition work.

01

January 2024-December 2025

PT. Maya Karya Interactive - Lunar Interactive - Chief Technology Officer / CTO

Led technical direction for Lunar Interactive, connecting product ideas, web interfaces, and development planning for early-stage interactive learning and creative technology work.

  • Technical leadership
  • Product planning
  • Web interfaces
02

February 2024-July 2026

NSEW Community - Full Stack Developer

Worked across frontend and backend tasks for community-facing web needs, connecting interface decisions with practical implementation and keeping features understandable for repeated use.

  • Full-stack development
  • Community tools
  • Interface implementation
03

April 2024-October 2024

GEMASTIK 2024 - Finalist

Reached finalist stage in GEMASTIK 2024, developing under competition constraints where the work needed to communicate clearly, function reliably, and stand up to review.

  • Competition finalist
  • Product presentation
  • Rapid iteration
04

August 2024-Present

Tricraft Studios - 3D Animator

Creating and refining 3D animation work for studio production, balancing movement, timing, and visual clarity so assets can support game-related and motion-driven experiences.

  • 3D animation
  • Motion timing
  • Asset polish
05

August 2025-Present

Tel-U Esports - Head of Broadcast

Leading broadcast preparation for university esports work, with a focus on readable match visuals, stream assets, event flow, and production-ready layouts for competitive moments.

  • Broadcast systems
  • Event visuals
  • Esports production
06

April 2026-June 2026

Brutal Entertainment - Creative Development

Supported creative development work where visual direction, interactive ideas, and production constraints had to be shaped into usable concepts and assets.

  • Creative direction
  • Concept development
  • Production assets

03 / Selected projects

Portfolio list. Apps, 3D scenes, brand systems, and game-related visual work.

These projects now come from my curated portfolio folder, with each project carrying the media files that explain the work visually.

01 Apps

Wordwise

Role
Game / Product Interface
Summary
A game-like English learning product for Lunar Interactive. I worked on the visual interface direction and product screens, keeping the learning flow approachable through bright game-inspired visuals, direct feature sections, and simple user-facing product language.
More media
Project documentation Image preview
02 Design

Brutal Entertainment

Role
Brand Design
Summary
A brand design set for Brutal Entertainment. The work focuses on making a bold entertainment identity feel consistent across multiple visual pieces, with enough contrast and weight for digital presentation.
More media
Project documentation Image preview
03 3D

NRVA's EP

Role
3D Generalist
Summary
A 3D generalist project with a polished preview render and behind-the-scenes material. The work centers on making a music-related visual feel dimensional, atmospheric, and usable as a promotional asset.
More media
Project documentation Embedded video

04 / Management and technical practice

Discovery → Visual Direction → Prototype → Build → Polish → Handoff.

My best work happens when the visual idea and the implementation plan are connected early, then tightened through responsive checks, motion polish, and clear handoff.

04.A

Process

From rough brief to usable screen.

M.01 01-02 / Before building

Discovery to visual direction

I start by clarifying the audience, the message, and the screen states that actually need to exist.

That turns broad requests into a visual direction, rough prototype, and interface decisions that can survive implementation.

  • Discovery
  • Visual direction
  • Prototype
M.02 03-06 / Production

Build, polish, and handoff

I build with Astro, React, TypeScript, Tailwind, and product tools when the project needs data or dashboards.

The goal is a working interface, not a static mockup: responsive behavior, hover states, motion, and a handoff that is clear enough to keep using.

  • Build
  • Polish
  • Handoff
04.B

Proof points

Work visible in repos, product previews, and esports/event assets.

T.01 3D / Motion / Games

Creative and game-related work

I work on visual assets, motion ideas, game UI, and interactive experiments when a flat website is not enough.

This is where I connect interface taste with scene composition, game references, and assets that help a project feel more alive.

  • 3D assets
  • Game UI
  • Motion studies
T.02 Teams / Events / Overlays

Esports and broadcast systems

My esports work includes university team visuals, tournament material, watch-party content, and event-facing layouts.

The useful part is making information readable under pressure: schedules, sponsor presence, match context, and visuals that can move between social, web, and broadcast formats.

  • Esports teams
  • Broadcast tools
  • Event visuals

05 / Let's collaborate

Building digital work through design and systems

I am open to freelance work, internships, creative development, UI builds, 3D, motion, broadcast tools, and game-related projects. Send the goal, the audience, and what needs to ship first.

Obed Bari Tredouna

Designer / Developer / Built with Astro