Archive / Projects

Projects

A dense archive of product interfaces, portfolio websites, 3D scenes, esports graphics, brand systems, broadcast assets, and motion-led visual work.

Showing all projects

Showing all projects.

01 Apps

Wordwise

A gamified English learning product for Lunar Interactive. I designed and built the product-facing website and interface sections around grammar, pronunciation, progress tracking, LMS/CMS features, and game-inspired learning flow. The main constraint was making education features feel approachable without hiding the product structure, so the visuals use playful hierarchy while each feature stays direct and easy to scan. Status: portfolio-ready product page and feature visuals.

Game / Product Interface

02 Apps

Rohanda's Portfolio

A personal portfolio website implementation focused on strong first-screen identity, editorial spacing, and a polished homepage structure. I handled the web layout and visual translation of the identity into a page that feels complete without becoming heavy. The key decision was using restrained typography, section rhythm, and large visual hierarchy instead of adding unnecessary content. Status: completed website capture in the archive.

Web Design

03 Apps

NSEW Community

A reflective community web app connected to NSEW's practice, community, library, and admin workflows. I worked on full-stack implementation needs, shaping interface structure and practical feature behavior around reflection posting, community visibility, and role-based content areas. The main constraint was keeping a quiet writing-focused interface while still making navigation, moderation, and repeated community use clear. Status: documented project screenshot and ongoing portfolio case entry.

Full Stack Developer

04 3D

NRVA's EP

A 3D music visual for NRVA's EP with a polished preview render, behind-the-scenes material, and an embedded YouTube preview. I worked as a 3D generalist, shaping the scene, composition, and render direction so the asset could support a music release visually. The constraint was making the piece feel atmospheric from a small set of deliverables, so the preview focuses on mood, silhouette, and clear promotional framing. Status: published video reference and portfolio documentation.

3D Generalist

05 3D

Stacko Festival

A 3D festival environment package covering stage, booth, tenant, banner, videotron, and early preview visuals. I built the environment assets and presentation renders so the event layout could be understood from multiple angles. The main constraint was readability: each render needed to show a usable event space, not just a decorative scene. Status: documented 3D environment study with multiple production views.

Environment

06 3D

Maps 2024

A 3D generalist project focused on map and scene presentation. I created multiple render angles to communicate the environment as a designed space rather than one isolated image. The important decision was documenting the scene through a small set of consistent views so form, scale, and mood could be read quickly. Status: completed visual study in the archive.

Generalist

07 Design

Brutal Entertainment

A brand design set for Brutal Entertainment. I worked on bold digital identity assets with a heavy entertainment tone, using strong contrast, texture, and repeated visual language across the pieces. The constraint was keeping the brand aggressive and memorable while still consistent enough for presentation use. Status: completed brand asset set for portfolio display.

08 Design

Elite Wars

An esports visual brand set for Elite Wars. I designed competitive-facing assets that support event graphics, team communication, and broadcast-style presentation. The main design decision was building a sharp, high-contrast identity that could hold up on posters, thumbnails, and live-event visuals. Status: active case study route with supporting visuals.

Brand

09 Design

Djarum Super Challenge

A visual jockey and art direction package for an event environment. I shaped concept boards, OBS-facing visuals, venue references, thumbnail assets, and a videotron motion file so the visual system could work across live screens and production tooling. The technical constraint was designing assets that could move between preview, production, and large-format display contexts. Status: documented event visual package.

Visual Jockey / Art Director

10 Design

TEC x MYBCA

A creative direction set for TEC x MYBCA covering feed visuals, logo use, Instagram presentation, and render assets. I directed the visual treatment so the campaign pieces could move between social media and presentation contexts without losing consistency. The key decision was keeping the layout system clean enough for brand use while still giving the visuals a strong event identity. Status: completed campaign asset documentation.

Creative Director

11 Design

Tel-U Esports

A Tel-U Esports visual direction set with brand guideline material, jacket visuals, logo concepts, and match-facing graphic assets. I worked on identity exploration and production visuals that could support broadcast, social, and organization-facing needs. The main decision was keeping the identity sharp enough for competitive media while practical enough for repeated production. Status: ongoing esports visual system documentation.

Creative Director