SERVICESTHREE DOORS — ONE METHODWORLDS, NOT DELIVERABLES

Pick your door
into your world.

Three doors, one destination: a brand that exists as a place. Enter through the one that matches where you are.

Behind all three, the same job: I take the art direction. Brands with no creative lead in house get mine, start to handover. Brands that already have one get a partner who works inside their team, on the piece they trust me with.

Door A

World rebrand

A complete identity designed as a coherent world. A visual territory with its own rules, atmosphere and internal logic, able to absorb every new touchpoint without falling apart.

  • A1Discovery & world excavation
  • A2Visual territory & codes
  • A3Identity system, all touchpoints
  • A4Launch assets
ROLE — ART DIRECTION, START TO HANDOVER Partnership — scoped together Start a rebrand →
Door B

Mascots & characters

A brand character isn't a drawing, it's an inhabitant. Design, personality, narrative life: characters with enough depth to carry your communication for years.

  • B1Character design & turnarounds
  • B2Personality & voice sheet
  • B3Poses, expressions, stickers
  • B4Usage guide
ROLE — ART DIRECTION + CHARACTER DESIGN Packages from $ — Meet your character →
Door C

World bibles

The signature offer. Characters, visual codes, motion language, lore: a complete world, documented and structured, ready for your human teams and your AI pipelines alike.

  • C1Everything in A + B
  • C2Lore & narrative foundations
  • C3Motion language
  • C4The documented world bible
ROLE — ART DIRECTION ON THE WHOLE WORLD Mandate — negotiated Commission a bible →

Not sure which door? Write me two lines about your brand, I'll tell you where you are.

The method — 04 steps

Built like
a real world.

20+ years building worlds that millions of people played in, wore, and made their own. This is the same construction site, scaled to your brand.

Step 01

Dig

Your brand already has a buried world: history, audience, codes, references. I pull it all onto one wall before drawing a single line. You can't build a world you haven't dug up first.

  • OUTPUT-01World excavation report
  • OUTPUT-02Territory map
  • OUTPUT-03References & tensions
Dig — reference wall, research boardMT-01
Step 02

Foundations

Everything starts by hand, in the sketchbook. Letterforms, characters, the first shapes of the world. This is where the rules get set: what it looks like, how it moves, what belongs in it and what doesn't.

  • OUTPUT-01World laws document
  • OUTPUT-02Visual territory
  • OUTPUT-03Character casting
Foundations — sketchbook: letterforms, characters, first shapesMT-02
Step 03

Build

Then I build it for real. Digital, print, paint on a wall, a can, a garment. Whatever the medium, the same hand carries the world across all of it, with one logic.

  • OUTPUT-01Identity system
  • OUTPUT-02Illustrated assets
  • OUTPUT-03Motion language
Build — production across mediums: studio, wrap, can, muralMT-03
Step 04

Handover

The world leaves the studio and starts living: worn, driven, painted, out in the street. You walk away with it fully documented too, a world bible your team and your tools can run without me.

  • OUTPUT-01The world bible
  • OUTPUT-02Templates & components
  • OUTPUT-03Handover session
Handover — the world living in the real: worn, driven, paintedMT-04
How pricing works

Real rates, no launch discounts. Brands enter as partners, bands get packages, studios get mandates.