multidisciplinary creative · trap · gaming · streetwear

Adrián
López

Visual work at the edge of design, AI, gaming and streetwear.

01 · about

How I got into this

It started with a GTA server. The kind of server that catches your eye not because of the gameplay but because of the way it looks: a coherent visual identity stretched across menus, HUDs, splash screens, in-game overlays and Discord. The whole thing felt designed, not assembled. That was the moment I stopped being a player and started paying attention to what was on the screen.

From there I followed the design end of online communities, then started building my own. Configurations, visual elements, identity work for servers, mood boards. Clothing was always next to it. Streetwear and trap aesthetics shaped how I think about colour, type, attitude. Today I move between AI-assisted design, Lua scripting for GTA, and the early stages of my own clothing label.

I am drawn to projects with a strong personality and a clear visual direction. Dark, urban, trap-leaning, slightly hostile, slightly futuristic. The kind of work where the brief is not "make it nice" but "make it feel like something". The opposite of corporate sameness.

02 · what i do

Skills

03 · projects

What I'm building

GTA configs & graphics

Custom configurations and visual elements for servers and experiences inside GTA. Lua, custom assets, in-game UI.

Lua · Photoshop · Custom HUD

Clothing label, in the making

Logo direction, colour systems and visual identity for a personal brand rooted in trap, urban culture and gaming.

Identity · Streetwear · Mood boards

AI design experiments

Exploring AI tools applied to graphic design and digital content creation. Testing what augments craft, not replaces it.

Generative · Prompting · Workflows
04 · case study

Designing a world that lives inside another

An honest reconstruction of how I approach visual identity for an online gaming world. Composite of recent GTA work, not a single client brief.

The brief I always rewrite

Most server owners come in asking for "a nicer UI". The actual brief, once you dig two questions deeper, is identity. They want their server to feel different the second a new player loads in. That is a visual identity problem, not a UI redesign.

The direction

I lock the direction before opening Photoshop. References from trap covers, streetwear lookbooks, anime title sequences, racing HUDs. Mood comes first. Colour and type follow the mood, never the other way around. If the mood is "after-hours, hostile, premium", the HUD type is condensed sans, the palette is near-black with one electric accent, and motion is short and sharp.

Colour and type follow the mood. Never the other way around. Working principle

The hard call

The hardest design call is almost always cutting. Reducing the palette from five colours to two. Killing a second typeface. Removing a glow that everyone loves but does not serve the mood. The work gets harder when there is less to lean on, and that is exactly the point.

Where AI fits

AI is a sketchpad and a speed multiplier. I use it for early mood exploration, asset variants, quick texture work. The decisions are still mine. The taste filter is still mine. The tool does not replace the brief, the cuts, or the eye.

What I leave behind

A small visual system the server can grow with. Type rules, colour usage, HUD anatomy, social templates, Discord pinned art. Not a one-off pretty file, a kit that survives the next update.

05 · philosophy

How I think about the work

Strong opinions about design, AI and the underground aesthetic. Held loosely enough to update, defended hard when they matter.

On AI and design

AI is a brush, not a threat. It helps a designer work faster and explore more directions per hour, but it will never replace the real creativity or the personal vision behind a project. The taste, the cuts, the choice of what to keep — those still come from a human with a point of view. AI without a point of view is a slop generator.

Visual influences

I pull from trap and underground aesthetics, gaming HUDs, streetwear lookbooks, and modern digital design. The point is not to copy any one of them but to combine influences into projects with their own recognisable identity.

Creative workflow

  1. Visual research first. References, screenshots, scraps. Build a small private mood board.
  2. Pick the mood in one sentence. If the sentence is vague, the references are not concrete enough.
  3. Define the palette and type from the mood, not the other way around.
  4. Sketch fast, kill faster. Most early variants exist to be discarded.
  5. Show one or two clear directions, not a buffet of options.
  6. Build the small system, not just the hero asset.
06 · what i don't take on

Honest filter

Saying no is part of the style. These are the briefs where I would not be the right fit.

07 · availability

Working with me

Open to collaborations on design, branding, GTA visual work, urban clothing, and other creative digital projects with a strong direction.

Status
Open to collaborations.
Disciplines
Design, branding, GTA visual development, streetwear concepts, AI-assisted workflows.
Languages
Spanish (native). English (basic).
Training
Self-taught in design, AI design and Lua configuration.
08 · vision

Where I'm headed

In the next few years I want to launch my own clothing brand and build a strong visual identity around it. I also want to push my graphic work for GTA further and bring my Lua scripting up to more advanced systems. Creativity, gaming and design, in projects of my own.
09 · find me

Get in touch

Instagram first, that is where most of the visual work lives. LinkedIn for formal intros.

instagram@stadriilopzz linkedinAdrián López Verdú emailvia team kramaru