Creative direction from the dark side of the moon

Designing interfaces
that feel like
deep space.

I'm Selene Vasquez — a creative director and cosmic technologist building brand worlds, product launches, and immersive digital experiences for studios, labels, and luxury brands who want to feel inevitable.

08
Years orbiting
64
Missions launched
12
Countries
∞
Still curious
About the pilot

A designer who reads too much sci-fi.

I've spent eight years building brand worlds, digital product experiences, and launch campaigns for studios working in entertainment, gaming, music, and luxury. I move fluently between strategy, visual identity, motion, and production-ready code.

My favorite briefs are the ones where the outcome feels slightly impossible at week one and obvious by week six. If you've got a story that deserves scale — and a team willing to aim high — we'll probably get along.

Outside the studio: astrophotography, slow cinema, and an unreasonable archive of tour posters. Currently based in Berlin; happy to travel.

Brand worlds Creative direction Motion design WebGL / Three.js After Effects Figma Cinema 4D Art direction
The Offer

Four orbits of work.

Independent engagements or long-term partnerships. Most projects sit at the intersection of two of these.

01

Brand Worlds

Identity systems, naming, typography, and launch strategy for studios, labels, and creator-led businesses. End-to-end, considered, built to last.

02

Art Direction

Campaign direction, editorial design, CGI direction, and film production. I'll commission, brief, and direct — or step in as the art director-for-hire.

03

Digital Product

Marketing sites, immersive launch experiences, and product interfaces that blur the line between brand and software. Figma, WebGL, and production code.

04

Creative Coaching

Portfolio reviews, studio strategy, and async mentorship for senior designers navigating the messy middle of their career. Monthly retainers.

Selected missions

A few recent launches.

Newest first. Reach out for deeper case studies — some work is still under embargo.

Mission 064 · 2025

Vela — Luxury Spacetourism Brand

Full brand world and launch site for a next-gen space tourism company. Identity, wordmark, motion system, marketing site, and a WebGL-powered booking experience that lets travelers preview their orbit.

Brand WebGL Motion
Mission 058 · 2025

Aphelion — Record Label & Sleeve Series

Identity and sleeve art direction for a small-batch electronic label. Twelve releases to date, each with a bespoke cosmic composition and custom type system — cohesive, but never repetitive.

Music Print Art Dir.
Mission 049 · 2024

Nocturn — Video Game Launch Site

Launch campaign and marketing experience for an indie narrative game. Scrolling parallax world, interactive character reveals, and a tightly art-directed launch trailer that took the game to 400k wishlists.

Gaming Launch Campaign
Trajectory

The journey so far.

A short version. The long one involves three cities, two careers, and one very persistent cat.

2023 — PRESENT
Independent Creative Director
Selene / Cosmos · Berlin
Running a one-person studio. Brand worlds, product launches, and immersive sites for clients across gaming, music, and luxury. Selective roster, long engagements.
2020 — 2023
Design Director, Aureole Studio
Berlin / Remote
Led a 12-person multidisciplinary team shipping identity and digital work for fintech and entertainment clients. Built the studio's brand-world methodology and mentored three senior designers to director level.
2017 — 2020
Senior Designer, Method & Matter
Amsterdam
Brand identity and motion for museums, publishers, and arts institutions. Co-developed the studio's approach to type-led identity systems. Spoke at OFFF, TYPO Berlin, and Pictoplasma.
2014 — 2017
Art Direction Apprenticeship
Casa Bruno · Lisbon
Studio apprenticeship under Bruno Rocha. Editorial design, experimental type, and a crash course in showing up every day.
"
Working with Selene is like having a cartographer join your team — suddenly the messy territory of a product launch has a map, a horizon, and a reason to walk toward it.
KM
Kira Markova
CEO, Nocturn Games
Transmission window

Let's launch something.

Currently accepting two projects for late Q2. Brand worlds, immersive launches, and senior art direction. Typical engagements run 6–14 weeks.