Branding is where every project begins. Naming, logotype, color, voice — an identity is drawn first as a promise, then tested against every surface it will ever live on: a business card, a hangtag, a splash screen, a shopfront.
branding — editorial — package — marketing content — apparel — illustration — sample — main production — factory handling — character — goods — ui/ux — web/app — landing page
Editorial design is the discipline of sequence. A magazine spread, a lookbook, a brochure — each page must earn the turn to the next. Grids are built, then broken exactly where the content demands it.
package design is held in the hand before it is seen on the shelf. weight, fold, texture, unboxing — the design continues after purchase.
Marketing content moves fast and must land faster. Campaign visuals, social assets, promotion pages — built as systems so a single idea can stretch across ten formats without losing its face.
Fashion begins as a line on paper. Silhouette, proportion, fabric behavior — the flat drawing already contains the garment. Illustration here is not decoration; it is the first specification.
from sketch to sample to main — toile, first fit, correction, second fit, grading, approval. the garment is designed as many times as it is sewn.
Sample development is a conversation with the factory. Stitch counts, seam allowances, trims, wash tests. Handling production means knowing what the machine can do before asking for it — and calling until the sample matches the drawing.
26 s/s collection — apparel — knit — cut and sewn — graphic tee — pattern — colorway — tech pack
A character is a compressed story. Two dots and a line can carry a personality if the proportions are right. Character design here starts with temperament, not shape — what would it do, before what does it look like.
Goods translate affection into objects. Keychains, stickers, phone cases, plush, stationery — each product has its own constraints of scale, material, and print method, and the character must survive all of them.
a good goods line is a wardrobe for a character. every item different, every item unmistakably the same.
UI/UX design is choreography for the thumb. Flows are drawn before screens; screens are drawn before pixels. The interface succeeds when nobody notices it — when the person simply arrives where they meant to go.
Web and app design carries identity into behavior. Type scale, motion, spacing, feedback — the brand is not the logo in the corner but the way the whole screen answers when touched.
Landing pages are a single argument made visual. One message, one scroll, one action. Everything on the page either builds the case or gets cut.
figma — illustrator — photoshop — indesign — next.js — supabase — from moodboard to merge
design is not divided by medium here. a character becomes a keychain becomes a lookbook becomes a landing page. the output changes; the judgment does not.
What survives translation from one medium to another is usually the idea worth keeping. Everything else is production — and production is also design.
Some work is loud and some work is quiet. The loud work gets the click; the quiet work gets the trust. A portfolio needs both in stock.
seoul based — open for projects — graphic · fashion · product · digital — 2026
From the first pencil line to the factory handoff, from the moodboard to the deployed page — the process is documented so the result can be trusted.
a collection is a system. an identity is a system. an app is a system. the designer's job is to make the system feel inevitable.