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.
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.
Independent engagements or long-term partnerships. Most projects sit at the intersection of two of these.
Identity systems, naming, typography, and launch strategy for studios, labels, and creator-led businesses. End-to-end, considered, built to last.
Campaign direction, editorial design, CGI direction, and film production. I'll commission, brief, and direct — or step in as the art director-for-hire.
Marketing sites, immersive launch experiences, and product interfaces that blur the line between brand and software. Figma, WebGL, and production code.
Portfolio reviews, studio strategy, and async mentorship for senior designers navigating the messy middle of their career. Monthly retainers.
Newest first. Reach out for deeper case studies — some work is still under embargo.
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.
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.
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.
A short version. The long one involves three cities, two careers, and one very persistent cat.
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.
Currently accepting two projects for late Q2. Brand worlds, immersive launches, and senior art direction. Typical engagements run 6–14 weeks.