branding project around real client brief from university, initial development of brand identity delivered by brand manual and initial marketing based deliverables.
profile data | signal level: stable
Nick Rozhkovskyi
- Kind:
- Human
- Location:
- Prague, Czech Republic
- Origin:
- Ukraine, Kryvyi Rih
- Field:
- Graphic Design
- Education:
- Teesside University
About
Nick Rozhkovskyi is a young professional that explores graphic design field, trying to experiment and manipulate design skills, implementing design thinking to create unique and working results.
Interested in discovering new opportunities to assist his creating process, trying to erase boundaries, morphing learned skills to got new possibilities and outcomes.
Process
The main item in my process is my notebook. As David Lynch was always saying:
“Many times you forget them, and if you forget a good idea, you wanna commit suicide, so you have to write them down.”
Influences
My main influences are:
David Lynch, Hans Giger, Paul Nicholson, Demna Gvasalia, Virgil Abloh.
My favorite pieces of art are listed below.
UX/UI project based on application development
major project of BA Graphic Design course. Status is work in progress and will be delivered at the beginning of the January during exhibition at university in Prague.
s.t.r.a.n.g.e.r.
project overview:
- Project type:
- UX/UI
- Context:
- university project
- Goal:
- immersive UI system
- software:
- Figma, Affinity, Ae
- result:
- presentation + concept promo
Context
Former founder of the Ukrainian studio GSC Game World, Sergiy Grygorovych, is working on a new science-fiction project titled S.T.R.A.N.G.E.R., he told a correspondent of the Interfax-Ukraine news agency, claiming:
“This will be a challenge, this will be a shock, this will be art that will immerse you in an unknown and enigmatic world”
Brief
For my last project I wanted to create something more personal at the same time challenging. The important criteria for me was the practicality of the project, to have more relevance rather then just personal imagination expression.
As Sergiy G. is claiming, it will be unseen progress in game industry, especially in impressiveness. So the main criteria or detail of the brief is to improve impressiveness by realistic user interface system. There are no materials that could be used expect a few designs, mainly this design on the right, that contains an illustration of radar.
I would define my project as a speculative UI system design of s.t.r.a.n.g.e.r.
In other words: how do I imagine this game would look like.
The problem
First person shooters require to communicate player state information clearly, but often games rely on permanent HUD elements instead of integrating the information into the game world through diegetic UI systems.
Concept Development
The concept for a user interface system is to use close to reality tactical optical technologies, HUD projection on player’s mono glass or visor. The interface will be decided to multiple modes that reveal relevant information only when activated by player.
The critical conditions will be supported by other external in-world feedback, such as signals, light, or sound.
In such approach letting player actively access information manually, increasing immersion and keeping essential feedback available.
Initial research
During the initial research I was trying to find projects with similar goals, academic case studies related to the UI design in game industry. And one of the greatest examples was “Beyond the HUD” which is a master thesis around HUD that analyzes UI design in FPS games (first person shooter) and questions how user interface could create more immersive experience for the player in cooperation with EA DICE.
I wanted to propose cooperation or get some related information to shape the project potential aim with GSC game world, but unfortunately I was afraid to ask, as I have not defined much anything of the project at this initial stage.
There were made analyze of the UI design system for PDA from “S.T.A.L.K.E.R. 2 Heart of Chornobyl” and collecting ideas on what could be implemented to make the experience more immersive. The initial idea was to develop a social network within the PDA system to expand or support the realism of “A-life” mechanic, inspired by features of the S.T.A.L.K.E.R. trilogy PDAs.
Beginning
As any project or creation, I am starting from my paper and pen, during the research or while brainstorming, defining ideas.
Concept Research
Researching references and inspirations lead to analyzing the roots of the heads up display, that led me to the DLP (digital light processing) technology itself.
The DLP technologies uses DMD (digital micro device), which is a chip made of microscopic mirrors that direct light to create the projected image, that projects on a mirror or transparent surface.
First initial concept sketches were created to visualize the potentially expected outcome of the deliverables:
Technical research: HUD
Unfortunately, studies on military technologies interface designs are quite classified.
The most suitable device to my concept was: “BAE Oasys RED-I” (Remote Eye Display – Imager). A monocle HUD for remote viewing thermal images. This is almost exactly what I was looking for, in this case, this device is used to project the whole camera view of the drone or other devices, which makes it quite realistic to minimize the projected information on such HUD to the project needs.
Basically, “BAE Oasys RED-I” has a small projector that sends the image into an optical prism, which redirects and focuses the light toward the user’s eye. The projected image reaches the retina, creating the impression that digital information is visible directly in front of the user. This principle supports the concept of a monocular HUD, where tactical or gameplay data can appear inside the user’s field of view without using a separate external screen.
Identity could have been based around such technological ladout, meaning using the ladout with optical devices as signature visual element.
The clear example could be a franchise from Tom Clancy’s “Splinter Cell” by Ubisoft that used night vision as signature visual element for the visual/brand identity of the game.
Technical research: navigation
The main inspiration would be the design of navigation in “Death Stranding” made by Kojima Productions. The most important part of it’s navigation is the process of preparation, planing of the route to the next destination that makes the gameplay more immersive.
And the research for the navigation was aimed to find the most contemporary technologies or devices as well. Bellow you can find some of the findings.
The most contemporary binocular is from Unistellar ENVISION, a augmented-reality. It keeps the real optical binocular view, but add a digital AR overlay into the field of view, showing contextual information such as mountains, trails, landmarks, stars, planets, galaxies, distances, altitudes, and navigation guidance. The system uses GPS/IMU orientation data, a companion app, and online/offline databases to identify what the user is looking at. The AR projection is shown through the right eyepiece, while the binoculars themselves do not include a camera or night vision.
And similar to the visual interactive navigation from “Death Stranding”.
ARC4 is a head-mounted augmented-reality display system for soldiers. It overlays tactical information directly into the user’s field of view, such as navigation points, teammate positions, targets, and mission data. Truly new navigation design that should be deeply analyzed.
One of the main sources was atncorp.com, a company focused on contemporary smart night-vision and thermal optics, mainly for hunting, tactical, and outdoor use.
PROCESS
Planing
At this stage I tried to define project goals, separating the work into UI, Promotion, Presentation. So the it’s clear what belong to what.
Information
Firstly, possible gameplay information were collected and categorized, creating somehow a base inventory for what interface system needs to communicate.
Logic
Next, defining how the player would aces information, it was devide into different access modes.
Organizing
The information was assigned to specific interface “containers” to make information access digest using only in world things.
User research/framing
User research helped to find out what & how players use UI in first-person shooters, basically user insights.
There was made a survey with questions aimed on understanding users pain points, needs, behavior, expectations, usability, risks, priority, and shape the design opportunities.
Survey included 14 questions and was created as google form. At the end, 13 people participated in the questionnaire that shaped user research and creating personas.
The survey was reposted in several subreddits related to the game genre and specifications like: “immersivesim”, “postapocalypse”, “stalker” and others.
The survey can be found by the link below:
CJM
Next 3 Personas of player/user were created based on relevant archetypes, behaviors or experience level:
- franchise-returning player
- semi-new player
- new player
And after analyzing and setting the profiles of each player, scenario began to shape.
I tried to set the basic scenario for the conceptual imagining of the game, which was something like:
“A point of interest is located 5 km from the current location and the player is heading on the journey to the next point of interest. The open area outside the safe zone contains different dangers, requiring the player to be prepared before heading out.”
Design response summary
After analasing of Custom User Map the conclusion on potential pain points was made based on experience of ech persona.
The conclusions were next:
- UI system needs to reflect preparation results
- Make environmental and body feedback clearly different from each other
- detective interfaces should make interpreting the signal straightforward
- status information must be minimal and quickly accessible
- current objective or destination should be immediately clear
These conclusion helped understand the potential pain points for using the UI system to include in while design the UI.
User flow
First step of developing the user flow is building a Hierarchical Task Analysis (HTA) that determines in certain way performance of the user during execution of task, to divide the task into sub tasks hierarchically and analyze single steps. It gives an idea about the structure of tasks we need to execute to reach the desired goal, idea about the sequence of individual steps that brings to the desired goal.
Basically HTA answers next questions during development of user flow:
- Can we continue in decomposition?
- Do we know in which order to execute single sub tasks?
- Is it (always) important?
After defined HTA, next step is to develop the user flow itself, that showcases each step that user is taking during using. The image on the right side shows the user flow for checking the health conditions by using HUD content container, showing how long is it taking user to reach the goal in developed system, analyzing both HTA and user flow gives insights on more practical struggles and pain points of UX.
The user flows were developed for each deliverable that contains any information from the UI system that were organized in Information delivery map.
Lo-fi prototype
First step of building a prototype began with creating a layout of the HUD. There are 3 split information, first one for detailed health condition, second one for overall body condition and third one for equipment. Based on these 3 containers the whole composition was divided by 3 and filled by hierarchy of information importance. Space at the top was filled with quick overall condition for each of the section to understand the status of each condition.
After filling the space with shapes for all 3 sections details were added. Second line of the scheme below shows how layout’s sections expanded into required details. Basically, I worked with available space that leaded me to defined potion for each information that were requested. At the end I ended up with quite defined layout that can be used for testing on users.
The visuals were artificially generated to support the design clearance for user testing: Background, Display Device, Hands Action.
After developing an HTA and user flow next step was to develop the scenario of low-fi prototype:
After a dangerous situation, your character may have taken damage. You are using the interface to understand what happened, decide what action is required, and check whether the condition changes after treatment.
A low-fi prototype works as a slideshow, showing each stage of the action that would be made by user.
Testing
After what, qualitative usability test was made with 2 participants, using a guided click-through prototype of the HUD injury-treatment flow. The prototype was split into 2 stages, stage 1 - when user firstly sees the HUD with issue, stage 2 - HUD after action. So, basically, there were 3 question parts, after each stage and the last conclusion. The question were next:
Stage 1:
- “What do you think happened here?”
- “What is the most important information on this screen?”
- “Where is the problem located?”
- “How serious does the condition look?”
- “What action do you think the game expects you to take next?”
- “Is anything unclear or difficult to read?”
Stage 2:
- “What changed after the treatment?”
- “Do you think the problem is solved, reduced, or still active?”
- “Would you continue gameplay now, or check something else?”
- “Was the required action clear enough?”
Conclusion:
- “What information did you notice first?”
- “Was there too much information, too little, or enough?”
- “Which part was confusing?”
- “What would you change to make the HUD clearer?”
- “Rate clarity from 1 to 5.”
Feedback
After discussing each question with 3 users, data was collected to analyze. The results were next:
-
Testing focus:
To check whether users understood the injury, its location, required action, and post-treatment state. -
Injury recognition: successful
Both participants understood that the character had taken damage and identified the problem as located in the right hand / right arm. -
Information hierarchy: successful
Both participants noticed the body condition display first or treated it as the most important part of the HUD. This shows that the body diagram works as the main diagnostic focus. -
Required action clarity: successful
Both participants understood that the character needed to heal / apply treatment / bandage the injury. -
Post-treatment feedback: partially successful
Both participants understood that the treatment improved the condition, but they questioned why the character was still not fully recovered, for example why the condition stayed below 100%. -
Text density: needs refinement
One participant said the interface would work better with less textual information and more visual body-based feedback. -
Secondary information clarity: needs refinement
Some secondary indicators were unclear or less important to users. This suggests that pulse, percentage, battery/device status, or other secondary data need clearer hierarchy or labeling. -
Body part highlighting: needs refinement
Participants suggested making the injured or recovering body part more visually obvious, instead of relying mainly on text.
- Overall clarity: strong
- Participant ratings: 4.5 / 5 and 4.87 / 5.
- Average clarity rating: 4.69 / 5.
Conclusion
The prototype successfully communicated the main injury-treatment flow: users understood what happened, where the damage was, and what action was required. The next iteration should reduce text density, improve body-part highlighting, and clarify partial recovery after treatment.
soma
project overview:
- Project type:
- UX/UI app
- Context:
- team university project
- Goal:
- delivery of medications
- software:
- Figma
- result:
- interactive prototype
“You can have a thousand problems, until you have one health problem”
soma is an application for 24/7 medication delivery services – a pharmacy that is a click away. Moreover, a personalized health assistant will help you choose the right medications based on your personal medical history and preferences. A quick delivery service will save you time and energy in non-critical but urgent health situations.
PROBLEM
The absence of 24/7 pharmacies and quick delivery services affects people health care, resulting in frustration and unnecessary visits to emergency rooms.
Accomplished tasks
The project was a team project from the second year of the BA Graphic Design program of the Teesside Prague City University. The team included 3 more members.
Below are listed tasks that were accomplished by Nick Rozhkovskyi for the project:
- Name of the app;
- initial competitors research;
- first user flow draft;
- concept development & research;
- initial interview questions;
- Golden Circle;
- user scenario for seniors (65+);
- 1 user interview;
- homepage icons (draft);
- initial homepage;
- draft navigation flow;
- Lo-Fi prototype;
- Hi-Fi prototype;
- category expansion;
- shopping cart prototyping; arrows prototyping;
- items images generation;
- final user testing;
- final prototype fixes;
development
Users
soma was designed for users who may struggle to access pharmacies during regular opening hours, especially people living alone, shift workers, seniors, parents with young children, and users managing health conditions.
research findings
User groups helped define the application’s priorities, such as: fast ordering, clear navigation, prescription support, and reliable delivery information.
Research
The research was based on the interviews and survey questions with users from different target groups.
research findings
Most participants said they had struggled to get medication when pharmacies were closed and would use a 24/7 medication delivery service if it felt safe and reliable.
Insights
- Users struggled to get medication when pharmacies were closed or when their schedule did not fit normal opening hours.
- Users were concerned about data security, prescription upload, and whether the service would feel reliable.
- Users wanted to be sure they would receive the correct medication, with refund or redelivery options if something went wrong.
- Users wanted reassurance during urgent health situations, including clear communication, help options, and delivery updates.
User Flow
LoFi
Iteration
Iteration was focused on improving clarity, navigation, and usability after user feedback and testing. Several interface elements were adjusted to make the app easier to understand, especially for search, profile setup, cart actions, and support features.
- Button click areas were enlarged.
- Page names were added under navigation icons.
- Category/filter labels were clarified.
- Profile setup fields became easier to identify.
- AI chat/support access was made clearer.
UI System
One of the determining aspects of building a digital pharmacy platform is design system clarity, that was missing with competitors. Since the audience is more global and diverse, an app should meet all users’ needs and expectations.
Clients tend to uninstall the app if the application’s UX is overwhelming and counter-intuitive. The project aim was targeted to produce a clear and legitimate to multiple audiences visual system. In addition, provide a fresh and minimal interface that supports the application’s core functionality.
Key principles that were implemented after teh research:
- Trust & Professionalism
- User-Friendly & Accessible UI
- Clear Information Hierarchy
- Security & Data Confidence
- Consistency Across Screens
HiFi
The High Fidelity Wire Frames showcase the actual look of the app a design close to the final product. After the HiFi stage, we turned the frames into an interactive simulation, a prototype, to test and improve the user experience of SOMA.
prototypeTesting
User testing was conducted across three rounds to check navigation, task completion, and clarity of key features. The tests focused on registration, product search, payment setup, medical history, and AI chat support.
- Issues with small buttons and click areas.
- Some users did not recognize icons without labels.
- Search filters and category names needed more clarity.
- Profile and medical history fields needed clearer input logic.
- AI chat needed to feel more visible and trustworthy.
Outcome
The final outcome is a tested HiFi prototype for a 24/7 medication delivery app, covering onboarding, medication search, product pages, cart, delivery, profile, medical history, and support features. User testing helped refine navigation labels, clickable areas, and key interaction points before the final version.
melanQ
project overview:
- Project type:
- brand identity
- Context:
- university project
- Goal:
- delivery of medications
- software:
- Figma, Ps, Ai, Id
- result:
- brand manual
“A new product that recovers coloring ability”
melanQ is a new hair product that reduces losing coloring ability, using specific nano-elements with high quality naturally based molecular structure without damaging hair.
Client
A real life client “Greyaway” - a natural hair tonic for all hair types that coming to the Czech market.
Brief
Client asked: “We need to create : Logo on the product, product design, website page design, gift card design,
Name of the product is changeable. The price is the highest at the market.”
Product
The color of our hair is determined by the amount of pigment – melanin. This is one of the elements of their internal structure. People suffering from gray hair have no or very little pigment in their hair because the body gradually stops transporting this component to the hair. The active ingredients in the product reduce oxidized colorless melanin, causing the hair to gradually regain its original color from within its entire structure, improving its elasticity, quality, and shine. Unlike the process of dyeing with traditional hair colors, hair treated with our product takes on its original color slowly, from the inside over 7-10 days, so that those around you can gradually get used to your new appearance.
Concept
The problem
Identified core function: natural restoration of gray hair without dyeing
Recognized key differentiator:
enzymatic / melanin-based process (not cosmetic coloring)
Context
“Gray” hair is primarily caused by the reduction of melanin in the hair follicles. Over time, the melanocytes (cells responsible for pigmentation) either slow down or stop producing melanin, resulting in gray or white hair. Other factors like genetics, oxidative stress, and lifestyle habits can also contribute to graying.
It works through a gradual restoration process, supporting the regeneration of melanin within the hair structure. Key components such as Coenzyme Q10, silver acetate, and sulfur contribute to this effect by supporting hair health, structure, and pigmentation.
Client research
The research was focused on understanding positioning, product function and visual language of the product category, targeting gray hair problem.
The analysis of the Greyaway formula revealed that the product differs from traditional hair coloring solutions. Instead of covering gray hair externally, it works through a gradual restoration process, supporting the regeneration of melanin within the hair structure.
Key components such as Coenzyme Q10, silver acetate, and sulfur contribute to this effect by supporting hair health, structure, and pigmentation.
This positioned the product closer to a scientific or treatment-based solution, rather than a cosmetic product, which became a key direction for the identity.
Empathy map
Customer say:
- “I want my hair to look youthful again.”
- “I’m not ready to have fully gray hair yet.”
- “I prefer natural or chemical-free solutions.”
- “I don’t want to use harsh hair dyes.”
- “It’s hard to find a solution that’s both easy to use and effective.”
- “I don’t want my gray hair to define me.”
Customer think:
• “Is there a way to reverse gray hair without damaging it?”
• “I’m worried that people will judge me based on my gray hair.”
• “I wish there were a natural and easy solution to maintaining my hair color.”
• “Will this product work, or is it just another gimmick?”
• “I want to feel confident and youthful again.”
• “Am I too late to start using a tonic to reverse gray hair?”
Customer do:
• They might experiment with natural remedies or vitamins that claim to reduce gray hair.
• They avoid harsh hair dyes and look for gentler solutions like shampoos or tonics.
• They spend time researching online for reviews and testimonials about gray hair treatments.
• They follow beauty and grooming influencers for advice and product recommendations.
• They go to the store and check the ingredient lists for chemicals or natural ingredients.
• They may consult with their hair stylist or dermatologist for advice.
Customer Feel:
• Frustration with the appearance of premature gray hair.
• Fear of aging and how gray hair makes them look.
• Self-conscious about what others might think about their gray hair.
• Hope that there’s a solution that can restore their youthful look.
• Curiosity about new, less invasive gray hair treatments.
• Relief when they find a product that aligns with their values
Customer Needs:
• A natural and safe solution for reducing gray hair.
• A product that is easy to use, non-time-consuming, and fits into their routine.
• Something that provides visible, gradual results without looking artificial.
• A solution that addresses not just gray hair but overall hair health.
• Reassurance through reviews, scientific backing, or recommendations from trusted sources.
Customer:
Typically someone in their 30s-50s, noticing the first signs of gray hair, possibly feeling self-conscious about it but unwilling to use traditional hair dyes. They are interested in products that focus on natural, health-conscious solutions that are easy to use and fit into their routine.
Motivation:
They want to retain a youthful appearance without damaging their hair, and are looking for products that are both effective and gentle. They care about their self-image and seek a solution that feels modern, natural, and backed by science.
Design concept
The concept is based on the gradual restoration of melanin inside the hair structure. Instead of representing the product as a cosmetic solution, the visual identity communicates a scientific and internal process. This is expressed through a minimal typographic system combined with a grey to black gradient, symbolizing the transition from gray hair to its original color.
The use of microscopic textures and hair anatomy supports the idea of transformation happening from within, while maintaining a clean and clinical aesthetic.
Logo development
The logo is derived from the combination of melanin (the pigment responsible for hair color) and Coenzyme Q10, a key active component in the formula. This resulted in the name MelanQ.
The visual focus is placed on the letter “Q”, which functions both as a typographic element and a symbol. Its form was explored through multiple iterations, referencing fluid and organic shapes inspired by hair structure and biological processes.
The “Q” symbol is used as a standalone graphic element across identity applications, reinforcing brand recognition.
Visual identity development
The concept is based on the gradual restoration of melanin inside the hair structure. Instead of representing the product as a cosmetic solution, the visual identity communicates a scientific and internal process. This is expressed through a minimal typographic system combined with a grey to black gradient, symbolizing the transition from gray hair to its original color.
The use of pattern based on microscopic structure and hair anatomy supports the idea of transformation happening from within, while supporting a clean and clinical aesthetic.
type design
project overview:
- Project type:
- graphic design
- Context:
- custom type design
- Goal:
- practise
- software:
- Ps, Ai, ProCreate
- result:
- versatile type works
posters
Selected works
Each of the item is expandable into a more contextual overview by clicking on them. Some of them include more items inside as well.
poster #1
project overview:
- Project type:
- graphic design
- Context:
- university project
- Goal:
- use of compositions
- software:
- Ai
- result:
- poster series
The light that burns twice as bright burns half as long.
The brief was to design a graphic poster to the first blade runner movie using only pixels.
I immediately remembered the opening gorgeous scene of the movie with thousands of windows that inspired me to communicate the feel of the cyberpunk city. I wanted to replicate the aesthetic and feeling of the city in the poster, one of the most beautiful movies I have ever seen. Ridley Scott made an amazing work that inspired and almost defined how cyberpunk perceived and looks like today.
poster #2
One of university tasks that was requiring to design 5 types of compositions: contrast, alignment, repetition, hierarchy, balance tension. There were now direct requests upon the style of design. At that period I was mainly interested in exploring “metalball” effect, experimenting with dimorph of the shapes within my other works.
project overview:
- Project type:
- graphic design
- Context:
- university project
- Goal:
- use of compositions
- software:
- Ai
- result:
- poster series
photography
Selected works
Each of the item is expandable into a more contextual overview by clicking on them. Some of them include more items inside as well.
photo #1
project overview:
- Project type:
- post production
- Context:
- hobby
- Goal:
- experiment
- software:
- Ps, Lr, ProCreate
- result:
- digital photos
One of the things I really passionate about is directing photoshoots.
I am picking some of my clothes and try to make commercial or promotional digital materials for fun.
I enjoy experimenting and manipulating visual elements, creating surreal works, and sometimes confuse a viewer.
And here are some more examples that I used for my personal instagram page:
photo #2
project overview:
- Project type:
- experimentation
- Context:
- personal project
- Goal:
- recreate admired design
- software:
- Ps, Lr, Procreate
- result:
- poster series
The photoshoot was inspired by the collaboration of CROCS x Salehe Bembury, implementing design style and language of campaign with personal materials for personal use.
I fall in love with this pair when I saw it, and it was 3 years before I even got them, I really was stunned by such a unique biomorphic design. Of course I wore them the whole summer, even for a hiking. And during the hiking I did not missed the opportunity to capture this pair in nature as nature inspired design.
The main experiment was driven by design language that Salehe Bembury used in this collaboration with Crocs. The main visual element was the implementation of personal fingerprint in type design, as this pair of crocs were created from his finger print as well.
For the logotype I used ink to leave my fingerprints on a paper, after what I transferred them into a software and manipulated to overlap the logotype, using as a texture inside the letters, recreating the crocs logo of this collab.
You can see the process photos of my finger prints and photos before editing below:
photo #3
project overview:
- Project type:
- logo
- Context:
- personal
- Goal:
- recreation
- software:
- Ps, Lr
- result:
- logo + video
“open your mind”
As my hobby or rather passion, sometimes I am trying to recreate works that I admire, inspired by a practice I saw in Demna Gvasalia’ works.
Context
I was really inspired by the logo that Valve had during 2009 in The Orange Box, later appeared in Half-Life 2, Episode One, Dota 2 beta, CS:GO beta, Portal 2, and remade in Half-Life: Alyx.
I remember first time I saw it as a child, I played portal 2 on XBOX360 from “the orange box” with my little brother. I was intrigued and even slightly frightened, I was too curios who is this person, but never had an answer... This work defined what mystery is to me. I would say: “Mystery remains itself, only while uncovered.”
Process
Another piece that was made out of passion and admiring, the work was done almost fully on the phone. Firstly the approximate composition was set and photo was taken, after what began the post-production process and finishing with redesigning the logo with my instagram page username as this wor was aimed to be used as my personal profile image or avatar.
After finishing recreation of the logo, I could not stop thinking about motion intro this logo had, so I tried to animate my image with some free artificially powered softwares on that were accessible on mobile devices and then put everything together in video editor app, called “capcut” if I am not mistaken. Honestly, I would recreate this work fully physically with real valve and real video, but at that time it was fun short work made for personal use. This work is used on my socials and on my Steam Deck, you can see the implementation on the last image of the carousel below as well as the final motion result at teh bottom:
photo #4
project overview:
- Project type:
- photography
- Context:
- hobby
- Goal:
- studio photography+post prod.
- software:
- Ps, Lr, Procreate
- result:
- cool pictures
Lego was my child passion. My parents had a camera nikon d5100 that I just grab some day and started to experiment with.
After what I got motivated on Instagram by other professional photographers and tried to achieve their level of post-production and studio control. During that period my dream was to work at lego as a package designer and make those sick box images.
I would say I have mastered the skill of studio photography, just in a smaller scale.
Below you can see some more works or check my old Instagram page.
fashion
poster #3
project overview:
- Project type:
- graphic design
- Context:
- university project
- Goal:
- illustrate design process
- software:
- Ai
- result:
- poster
Project was focused on visualizing the design process and translated into the graphic poster. Initial asset of graphic objects were experimented and created before illustrating the poster itself can be seen on the right.