GTA configs & graphics
Custom configurations and visual elements for servers and experiences inside GTA. Lua, custom assets, in-game UI.
Visual work at the edge of design, AI, gaming and streetwear.
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.
Custom configurations and visual elements for servers and experiences inside GTA. Lua, custom assets, in-game UI.
Logo direction, colour systems and visual identity for a personal brand rooted in trap, urban culture and gaming.
Exploring AI tools applied to graphic design and digital content creation. Testing what augments craft, not replaces it.
An honest reconstruction of how I approach visual identity for an online gaming world. Composite of recent GTA work, not a single client brief.
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.
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 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.
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.
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.
Strong opinions about design, AI and the underground aesthetic. Held loosely enough to update, defended hard when they matter.
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.
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.
Saying no is part of the style. These are the briefs where I would not be the right fit.
Open to collaborations on design, branding, GTA visual work, urban clothing, and other creative digital projects with a strong direction.
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.
Instagram first, that is where most of the visual work lives. LinkedIn for formal intros.