Brands are more than identities, they are atmospheres, narratives, and sensorial experiences. My work turns vision into visual worlds that feel timeless, editorial, and alive.

Marketer & Digital Designer

Identity · Interfaces
Culture · Community

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(01) About

I design identity and digital work.

Oriel is a London studio for crypto and digital design. The work sits at the point where a project has to look like itself: name, mark, site, and the culture that gathers around it. How people show who they are, who they sit with, and what they value — on a screen and in a room.

Most of the interesting questions here are cultural, not technical. A launch needs a public face before anyone reads the whitepaper. A community needs a tone of voice before it has a gathering. A site has to feel considered the first time someone lands on it, and still feel that way six months later when they come back with friends.

It is a small practice on purpose. One person, a short list of projects, nothing handed off to a production line. You deal with the person doing the work, from the first conversation to the last detail. References come from designers, contemporary art, architecture, independent type, and the quiet design of a well-run room.

The studio works with founders, collectives and brands who care how something feels as much as how it functions. Early ideas are welcome. The brief can be a paragraph. The output is identity, digital, and the culture around it — made to last longer than a news cycle.

(i) Small on purpose

A short list of projects at a time. Fewer clients, more attention, and a single point of contact.

(ii) Online and in the room

Communities form on screens and around tables. The work has to hold in both: feed, site, invitation, evening.

(iii) Built to last

Launches move fast. Identity should not. Fewer, better decisions that still make sense in five years.

(iv) Taste before volume

Restraint is a design tool. If it would not sit well in a good room, it does not go on the site.

(02) Disciplines

  1. (01)Launch

    The public face of a projectIdentity, launch and presence. How a project looks and sounds before anyone explains the technology — so the first impression is cultural, not technical.

  2. (02)Digital

    Sites and stories on a screenWebsites, interfaces and motion for things that live online. Designed to feel considered rather than loud, and to work as well on a phone in a taxi as on a laptop at a desk.

  3. (03)Identity

    Name, mark and voiceNaming, logos, typography and tone. The handful of decisions that make something recognisable in a feed, on a site, and across a table.

  4. (04)Culture

    Community around the workEditorial, gatherings and the writing around a project. How it holds people once they arrive, and how it stays interesting after the launch week ends.

(03) Approach

From a first conversation to something people recognise.

Work starts with a conversation, not a deck. The aim is a single, argued direction — type, colour, voice, and how the project should feel in a room as much as on a screen — then making everything from that one point of view.

  1. 01 — Conversation

    A short call or a coffee in London. What the project is, who it is for, and how it should feel when someone first meets it.

  2. 02 — Direction

    References, type, colour and tone. One direction, argued well, rather than a menu of options to vote on.

  3. 03 — Making

    Identity, site and launch material made together, so the name, the screen and the invite speak with the same voice.

  4. 04 — Afterwards

    Guidelines and light support as the community grows. The work should keep working once it is out in the world.

InfluencesArchitecture, contemporary art, independent type foundries, digital culture, and the quiet design of a well-run room.

(04) Studio notes

On identity

A project should be recognisable before it is explained.

In crypto, the technology often arrives first and the culture is left to catch up. The studio works the other way round. Name, mark and tone are treated as the public face of the work — the thing someone remembers after a conversation, not the thing they have to Google.

On gathering

Community is a design problem, not a growth metric.

People gather on servers, in group chats, and in actual rooms. The same voice has to work in all three. Editorial, invitations and the small rituals around a project matter as much as the homepage. If it only works as a screenshot, it is not finished.

On London

The studio is here because the conversations are here.

London is where art, architecture, nightlife and digital culture sit in the same week. The work is made for that overlap: projects that feel at home online and still hold up when you walk into a room. Clients can be anywhere. The practice is here.

(05) Selected directions

Directions the studio works in. These pictures are references for those worlds, not a client list.

(01) Launch

Public face

How a project looks and sounds before anyone explains the technology. Naming, mark, colour, launch site and the first pieces of social — so the culture is there on day one, not bolted on after the product ships.

Role
Identity / Art direction / Brand
Includes
Naming, mark, launch site, social system
Start a project →
A pale sculptural face in gallery light

(02) Digital

On screen

Sites and stories for things that live on a screen. Art direction, interface and motion, designed to feel considered rather than loud — and to hold up when someone opens them on a phone at a table, not only on a studio monitor.

Role
Websites / Interfaces / Stories
Includes
Site design, art direction, motion
Start a project →
A television in shallow water showing liquid colour

(03) Identity

Name and mark

The few decisions that make a project recognisable, online and off. A name you can say in a room, a mark that still works at the size of a stamp, type and a tone of voice that do not need a paragraph of explanation.

Role
Name / Mark / Voice
Includes
Name, logo, typography, tone of voice
Start a project →
A pale plaster circle-mark on a plinth in a quiet gallery

(04) Culture

Around the work

How a project holds people once they arrive. Editorial, invitations, the writing around a launch, and the small rules of a community — so the culture is designed with the same care as the identity, not left to whoever shouts first.

Role
Community / Writing
Includes
Editorial, events, community guidelines
Start a project →
People gathered in a gallery, seen from behind, looking at a painting

(06) Portfolio

Finished work. Original illustration, campaign stills and promo film.

(01) Illustration

Night field

Two original illustrations from the same world: a character in a field of mushrooms under stars, and a world carried on the head of the character. Colour, character and atmosphere as a language of their own — the kind of world that can live on a drop, a site, or in a room.

Role
Illustration / Character / Art direction
Includes
Character, colour, atmosphere
A golden cat sitting in a field of blue mushrooms under stars
A golden cat with a landscape world on its head, among planets and stars

(02) Illustration

Moon field

Two original illustrations from the same world: a character in a field of flowers under a crescent moon, and at a stone threshold facing the light. Colour, character and atmosphere as a language of their own — the kind of world that can live on a drop, a site, or in a room.

Role
Illustration / Character / Art direction
Includes
Character, colour, atmosphere
A pale cat in robes standing in a field of flowers under a crescent moon
A pale cat in a blue robe at a stone doorway, facing a vast moon

(03) Marketing illustration

Original illustration made for a project's marketing. A still built to hold in a campaign — colour, object and place as one image, rather than a mark dropped onto a background.

Role
Illustration / Art direction
Includes
Campaign still, 3D illustration
A lime inflatable phone above a crowd in the clouds, with App Store and Play balloons

(04) Promo video

Original logo and promo film made for a project's marketing. Motion as a short piece of campaign work — a mark that moves, built to live in a feed, a launch, or a room. Click the film for sound.

Role
Motion / Art direction
Includes
Logo animation, promo video, marketing
www.lockin.family ↗

(07) Marketing

A marketing brief.

Art and film, key opinion leaders, partnerships and market-maker introductions. Complete the form. We review each enquiry and accept only the work that fits.

What you need

Contact

There is another way

to see this studio.

Same work, different hours. Good ideas tend to arrive late — over a long dinner, on a quiet train, or at a desk after midnight — so the site has a night mode too. Hold the glass, or use the pill at the bottom of the page.

(08) Contact

Say hello.

For founders, collectives and brands across crypto and digital culture who want the public face of a project to feel as considered as the work itself. Early ideas are welcome. A few lines about what you are making, who it is for, and when, is enough to start.

Send an email ↗

Good fit

New launches, rebrands, community projects, and sites that need a point of view rather than a template.

Studio

Oriel, London. Working worldwide. In person in London for conversations that are better over a table than over a call.

Still up?