I make advertising — images, film, and occasionally print and web. Graphic design through motion through generative models.
Advertising is a tool first: recognition, sales, brand position. Art second.
I am not satisfied with most of the modern advertising. Meaning, intrigue, narrative, attention to detail — traded for virality at any cost. Advertising in the early 2000s held attention without shouting. I work in that logic, not in the logic of trends.
Generative tools are one of the largest shifts this profession has seen, and a different game entirely. But owning the tool decides nothing: the same model produces production-grade work and garbage. The difference is who is holding it.
I work through systems and discipline. Intuition is secondary. So is creativity, honestly. Analysis, visual literacy and craft decide more. That's why 25 films in a month, or 30 layouts in a day, isn't heroics — it's what a properly built process produces.
I came into this from music, by way of web design. Formal musical training left one transferable skill: timing. When to hold, when to cut, when a pause does more than sound. A three-second hook works identically — you have the viewer or you've lost them, and you don't get to explain yourself.
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System over mood. Discipline produces the work, not waiting for inspiration.
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Daily teardowns. What's running, what's working, why. Ad libraries are public — I live in them.
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One option is an opinion. Eight options is a test. I work at volumes that let data decide.
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I learned After Effects mid-project, on a compressed deadline. I've learned every tool since the same way — on a real brief.
01
After Effects, CapCut
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Figma, Photoshop, Illustrator
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Video and image models, chosen per task
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Ad libraries, split testing, teardowns