An AR filter is the moment graphic design becomes something a person wears. It also comes with hard constraints: the face is moving, the phone is weak, and the idea has to read in about a second.
These were built as branded, shareable ideas rather than decoration, with the brand present but never in the way of the person using it.
- Developed filter concepts tied to brand campaigns
- Designed the assets for face tracking and platform limits
- Built game and reward mechanics into shareable story filters
- Delivered demo material for brand accounts
Visuals


