Grant Diffendaffer

Art

Design · Fabrication · Technology · Ideas

Environment Art

Worlds you can stand inside.

Unreal Engine · Photogrammetry

Serpent — diffuse texture
Serpent — low-poly mesh

Reality Capture & 3D Scanning

From the physical to the digital.

Photogrammetry

drag the divider to compare

Design

Design

Virtual & physical. Human-centered.

Fabrication

Functional. Ornamental. Multi-material.

Technology

The right tool for the job.

Ideas

Creative solutions to creative problems.

AI Platform Orchestration

What I do

Production designer for immersive worlds, public art and digital fabrication.

  • Human-centered
  • Specification-driven
  • Parametric design
  • AI orchestration that ties the process seamlessly together

Recent work

Daisy Lane Portal — EDC Las Vegas 2026 install (photo: Phil Spitler)

EDC Las Vegas 2026 · Engineered Artworks

Daisy Lane Portal

Scenic 3D modeling. 204 CNC foam parts delivered with documentation.
Structural modeling by Fritz Friedensohn.
An estimated 500,000 people attended.

Install photography + lighting design by Phil Spitler

AI History Reel — click to play

Watch the reel · 2:55

AI History Reel

Same eye, three toolchain generations — Pikazo (2017), Disco Diffusion (2022), and the integrated pipeline I build on today. Trained on clay since the 1990s.

Naga & the Captainess at Golden Gate Park (photo: Zach Bruce)

Extended Installation · Golden Gate Park

Naga at Golden Gate Park

3D Visual Development Lead.
Artist leads: CJay Roughgarden, Stephanie Shipman, Jacquelyn Wrenne Scott.
Photo by Zach Bruce.

Featured — the platform behind the pictures

Specifications become geometry.
Geometry becomes a place.

An integrated pipeline behind every piece you’re seeing, stress-tested across my 2026 productions. One of its MCP servers ships open-source.

ComfyUI · TRELLIS · FLUX Klein · Substance Painter · Rhino · Unreal Engine 5

Sahara Stage — parametric build, UE5 render

The throughline

An artistic eye, built layer by layer.
Technical chops, built the same way.

The platform I work on today is the top of a stack. AI augmentation and state-of-the-art technology atop a strong base of practical experience.

  1. Now

    2024 – present

    The Diffendaffer Design Platform.

    An integrated pipeline tying ComfyUI, TRELLIS, FLUX Klein, Substance Painter, Rhino, and Unreal Engine 5 — orchestrated through thirty-plus MCP servers I integrate and maintain (one of them, the Substance Painter MCP, I built from scratch and shipped open-source). Current centerpiece: Mars Attacks Coachella — concept image to AI-generated mesh to parametric build to photoreal UE5 render to generative finish pass. One operator, end to end.

    Mars Attacks Coachella saucer
  2. 02

    2023 – present · partner to artists

    Conceptual development and production design for other people’s visions.

    Daisy Lane Portal for EDC Las Vegas 2026 — 204 CNC-cut parts plus parametric flower centers from a single Rhino model. Public-art commissions through partner studios as senior designer and technical lead. My job: take an artist’s intent and hand back something a fabricator can build.

    Daisy Lane Portal install
  3. 03

    2015 – present · my own work

    Worlds of my own.

    Museum of the High Seas — a UE5 environment built from architecture and artifacts I scanned in museums, then reassembled in engine. Storied Haven — a full-scale industrial artwork by Bree Hylkema and Five Ton Crane, modeled via photogrammetry and rendered into a cinematic in Twinmotion.

    Museum of the High Seas exterior
  4. 04

    2015 – present · reality capture

    The eye behind the camera.

    Photogrammetry as a deliberate field practice. The Phoebe Hearst Museum sarcophagus, plus the interiors and sculptures that became my Museum of the High Seas. Object scans for the Mitchell Gate at the Culinary Institute of America through Gordon Huether Studio — asparagus and an artichoke, reproduced at architectural scale. A scan is only as good as the photographer who shot it.

    Museum of the High Seas — Hall of Borrowed Artifacts interior, built from my own photogrammetry scans
  5. 05

    2009 – present · digital fabrication

    Bits become objects again.

    CNC milling, laser cutting, FDM and SLA 3D printing, large-format FGF printing. Years running production at Model No. as Director of 3D Printing taught me what tolerance a shop needs, what a file must contain, and which shortcuts always come back to bite you.

    Model No. furniture
  6. Root

    1990s – present · studio practice

    Studio artist. Craftsperson. The hands.

    Polymer clay and ceramic studio practice. Published author on advanced clay technique. International workshop instructor — US, Canada, Spain, France, Liechtenstein. Galleries and museums across the country. Decades of making things by hand: learning what materials want, where forms break, how light reads on a real surface. The eye was trained by material before software.

    Published book on polymer-clay technique

Concept down to fabrication. Material up to concept. I work the full pipeline in both directions.

Offerings

How I can help.

Most engagements span more than one. What they share is bridging the digital and the physical.

01

Concept to fabrication for public art

From concept renderings to shop-ready files.

Example: Otter Art Car →

02

Worldbuilding, env art, & visualization

Photoreal UE5 environments for animation, experiential, pre-viz, and stakeholder pitches.

Example: Museum of the High Seas — Island of Dubious Acquisitions →

03

Photogrammetry & 3D scanning

Field shoot through cleaned, retopologized mesh ready for game engines or fabrication.

Example: Museum of the High Seas — Hall of Borrowed Artifacts →

04

Custom AI-augmented design pipelines

ComfyUI, TRELLIS, multi-view texturing, and MCP bridges into your existing stack.

Example: AI History Reel →

05

Professional storytelling — websites, decks, video

For grant applications, gallery proposals, and project pitches where the framing decides whether the work gets read.

Talk through your story →

Ways I work

How to bring me on.

From a single fabrication-package handoff to a full production-design partnership.

Production design partnerships

Embedded on your team, concept through delivery.

Contract technical art & modeling

Modeling, retopology, look-dev, scene assembly — handed off in your studio’s format.

AI workflow consulting

Custom ComfyUI, TRELLIS, and MCP integrations. Architecture, build, training.

Fabrication documentation

CAD packages, CNC-ready files, assembly drawings — the docs a shop needs to build it.

Photogrammetry & scan cleanup

Field shoot through cleaned mesh, ready for game engines or fabrication.

Unreal environment development

Photoreal scenes for animation, experiential, pre-viz, and stakeholder pitches.

Not sure which fits? Describe what you’re trying to make in a short note.

A creative designer with an artistic eye and the technical chops to back it up. Thirty years of craft — ceramic, polymer, and metal clays, then CNC: Embroidery, Milling, Wire-bender, Laser, Zund Multi-Tool, 3D printing, then photography, photogrammetry, 3D scanning, Unreal Engine, rendering, cinematics, video production, and AI integrations. The throughline is my pipeline bringing ideas into the world.

Background, tools, collaborators

Have a project in mind?

Tell me what you’re trying to make. I’ll let you know whether I can help and what it would take.

Start a conversation