the work
the work
the work
the work
the work
the work
CONCEPTUAL
RENDERINGS
Showing a thing before it's built.
Proposal and pitch imagery for events, spaces and campaigns, staged accurately, branded, populated, and rendered to the real constraints so what's on screen could actually be produced.
imagined spaces
Places that don't exist and hold up anyway.
Interiors, exteriors, cutaways and dioramas, built with consistent light and enough architectural logic that the eye stops looking for the seam.
GRAPHIC DESIGN
Typography, layout, print and packaging.
Identity systems, invitations, posters, collateral. Design that comes out of the imagery rather than being applied on top of it, so the printed thing belongs to the same world as the pictures.
CREATIVE DIRECTION
Deciding what a thing should be, then holding the line while it gets made.
Palette, casting, staging, sequence, and the judgement calls about what stays in frame and what the eye should land on first.
WORLD-BUILDING
Before anything gets made, the world gets rules: geography, history, hierarchy, and the logic that governs how a place looks.
Almost none of it appears on screen. It's why the images hold together across a series.
VISUAL STORYTELLING
A series should read as a sequence, not a folder.
Narrative built across images that share a place, a time and a cast, so the set
says something none of the individual frames could on their own.
GENERATIVE ART (AI)
Four years inside Midjourney, V4 through V8.
Model selection, prompt architecture, negative prompting, style referencing. The distance between a lucky output and a controlled one, repeatable across a full series.