Visual identity and layout decisions, responsive structure in HTML and CSS, simple interactions and behaviours in JavaScript, translating typography and spacing from design to browser.
Smaller projects, experiments, and the things I built to figure out how things actually work.
Not every project starts with a brief. Some of them start with a question, a tool I wanted to understand, or just something I thought would be interesting to try.
This section collects three projects that don't fit neatly into campaign work or UI/UX. A website I built to understand how design translates into code. A speculative brand for a fictional space company. And a set of game art experiments because I wanted to know what it felt like to design for motion and pixel scale.
Each one taught me something different and went further than the original starting point.
I wanted to understand what actually happens when a design meets code. Not the result of following a tutorial, but the friction of translating real design decisions into a browser.
Roast Ritual is a website for a fictional coffee brand. The brief I gave myself was a playful but structured digital presence that balanced personality with clarity. Then I had to build it.
Spacing that felt obvious in Figma stopped making sense in CSS. Typography had opinions once it hit a real viewport. Layout logic I thought I understood turned out to be something I had to actually work through. Roast Ritual taught me to design structurally before I design visually. Planning layouts before writing code, thinking about how small interactions change how something feels rather than just how it looks.
Visual identity and layout decisions, responsive structure in HTML and CSS, simple interactions and behaviours in JavaScript, translating typography and spacing from design to browser.
Design decisions change once they meet real constraints. I learned to plan layouts more clearly before writing code and became more comfortable debugging small issues instead of starting over.
EclipNex is a speculative brand for a fictional space exploration and tourism company set in the future. The premise was: how does a science-forward organisation communicate trust, ambition, and wonder without leaning on the usual rocket-and-stars aesthetic?
The answer I landed on was restraint with scale. Credibility in the typography, curiosity in the colour, and a visual language that could stretch from a UI concept to a physical merchandise drop without losing itself. The brand blends scientific credibility with a sense of wonder. Not space travel as spectacle, but as responsibility, research, and long-term exploration.
What this project taught me was the difference between designing something and designing a system. Individual assets are easy. Making them all feel like they belong to the same world takes more intention. You stop thinking in terms of single designs and start thinking in rules, logic, and what the brand would and would not do.
Brand identity and logo system, colour palette and typography logic, posters, merchandise, digital applications, UI concepts for web and mobile, social media and physical brand touchpoints.
Consistency across a brand system takes more intention than individual assets. I started thinking in rules and visual language rather than isolated designs, understanding how branding scales across formats while telling one story.
This one started because I wanted to know what it felt like to design for motion rather than static output.
Pixel art characters, weapons, environment assets, and an Unreal Engine scene. Nothing polished. Nothing finished. The goal was understanding visual consistency at a small scale, how assets read when they move, and how composition changes when the canvas is 16 pixels wide instead of 1600.
Seeing my own designs inside a game engine changed how I think about animation and scale in a way that looking at references never did. I also recorded and composed the background music on guitar. That had nothing to do with visual design and everything to do with the fact that I wanted to try it.
I am a beginner at game development. That is the point.
Warrior
Witch
Building small things, testing them, and accepting imperfect results helped me focus more on learning than polish.
On being a beginner
Background music composed and recorded on guitar for the game project. Part of the same experiment — figuring out what it feels like to design across every part of something, not just the visual layer.
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