
Mentira / Obsidian
A fashion storefront where the visual language survives without compromising the buying flow.

Independent studio / Santiago — Chile
Creative developer & visual systems designer working across commerce, interactive products, motion, and AI image workflows.
01 / Selected work
Projects where art direction, interaction, and implementation are treated as one continuous decision.

Lead case study / 2026
Reframing an underground fashion storefront as a cinematic archive while restoring native, sales-critical product mechanics.

A tactile card roguelike built around a luminous grow table, physical card presence, and an editable local content studio.
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A restrained image-production system that turns a locked illustration language into consistent, animatable historical scenes.
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Turning a storefront’s most specific visual signals into portable assets for work beyond the website.
View project ↗Operating principle / 00
A visual identity should survive movement, touch, latency, commerce, and the strange ways people actually use the web.
02 / Project archive
05 records / 2026—present

A fashion storefront where the visual language survives without compromising the buying flow.

A complete browser-playable run from starter selection to victory, game over, and summary.

A repeatable visual pipeline for historically grounded scenes, keyframes, and later motion assembly.

A reusable cross-media kit for campaigns, montage, stories, and editorial formats.

Repeatable image-production contracts that preserve subject identity and garment fidelity.
03 / Practice
I build precise digital experiences for people and brands with a point of view.
The work moves between editorial direction and production engineering: defining the visual system, shaping the interaction, then staying close enough to the implementation that the idea survives contact with the browser.
04 / Contact
Available for selected collaborations, visual systems, and ambitious browser work.