SVM 01 SILICAVISION MAG 01
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01
SECOND SKIN
Client: Silicavision
Date: June 2026
Art Direction Fashion Design Character Design
VFX Video Edition Generative AI
SECOND SKIN is an AI-driven fashion film and visual campaign by SILICAVISION, inspired by Cordyceps and the unsettling beauty of organic transformation. The project imagines clothing as a living parasite: a synthetic-organic form that grows, spreads and fuses with the body until the model becomes both wearer and host. Fungal textures, root-like structures, liquid colour and glossy surfaces create a visual language suspended between fashion, infection and surrender. You don't wear it. It wears into you.
02
NERVE SIGNAL
Client: Fashion Portfolio
Date: June 2026
Art Direction Fashion Design Character Design
Fashion Video Video Edition Generative AI
NERVE SIGNAL **Your nervous system was always bigger than your body.** NERVE SIGNAL is a fashion film and visual campaign exploring the body as an expanded sensory system. The central idea: the outfit is not armor. It is skin. A second structure that makes the invisible visible — impulse, tension, sensitivity, movement and internal electricity externalised through styling, cables and space. The character is not a cyborg or a machine. She is human at maximum intensity. Her nervous system no longer fits inside her body, so it expands outward and becomes architecture. The visual language of the campaign is built around the tension between biology and synthetic design: flesh and plastic, nerves and cables, fashion and circuitry, human presence and industrial space. The project includes character direction, outfit design, campaign imagery, cinematic fashion shots, macro material studies, title cards, typographic stingers and motion design assets. Every element was developed as part of the same visual system: orange, acid green, black, glossy surfaces, external nerves and editorial movement. NERVE SIGNAL sits at the intersection of fashion film, AI art direction and synthetic worldbuilding — a campaign where the body does not connect to the environment. The body becomes the environment.
03
PERSONA
Client: Personal
Date: December 2025
Art Direction Generative AI Videogames
Character Design Worldbuilding Mood Aesthetic
PERSONA is a character design and visual worldbuilding project built around a family of synthetic outsiders. Each character was developed as part of the same universe, combining retrofuturist fashion, experimental protective wear, analogue technology, sculptural headpieces and saturated colour systems. The goal was not to create isolated AI portraits, but a recognisable cast with shared visual DNA: tactile materials, modular equipment, handmade machinery, expressive silhouettes and distinct personalities. The project explores how art direction can turn generative image workflows into a consistent character system — one that feels connected, expandable and ready for film, fashion campaigns, games or fictional worlds.
01
POSTFASHION
Client: Nike (fictional)
Date: March 2026
Art Direction Generative AI Graphic Design
Product Placement Fashion Design Editorial
Fashion did not end. It dissolved. Postfashion emerges after style lost its rules and identity became modular. Bodies are no longer dressed, they are coded. Color acts as signal, texture as attitude, and the face becomes an interface to be masked, rewired, or amplified. Here, sportswear collides with cybernetic ornament. Utility mutates into expression, excess becomes language, and individuality is constructed in layers. Postfashion is not a trend, it is a system in motion.
02
ATTITUDE IS ALTITUDE
Client: ACG (fictional)
Date: April 2026
Art Direction Generative AI Graphic Design
Product Placement Advertisement Editorial
Altitude is not a place. It is a state of mind. ATTITUDE IS ALTITUDE reimagines technical outdoor gear as emotional armor, apparel built for the terrain that exists between the mountain and the city. Function becomes attitude, protection becomes identity, and the elevation is internal. Here, all-conditions language mutates into a synthetic wilderness: weatherproofed silhouettes, utility hardware and survival ergonomics staged as editorial. The body is equipped not to escape the environment, but to belong to it. A spec campaign on endurance, pressure and the will to climb.
03
SIGMA
Client: YAMAHA (Fiction)
Date: Feb 2026
Art Direction Automotive Design Creative Direction
Generative AI Product Placement Character Design
SIGMA is an active signal breach operative for Hardlink, specializing in forced interference and system disruption. Using high-output emission hardware, he opens temporary corridors through Metroplex's surveillance and control networks, drawing system attention away from physical runners. His work is short, precise, and physically punishing, with strict limits before his own body becomes unstable. Recently, SIGMA has begun to notice systems adapting to his breaches, something that should not be possible. In Metroplex, when infrastructure starts to learn, operators become targets.
01
VAGRANT SOULS
Client: Personal
Date: April 2026
Art Direction Generative AI Storytelling
Worldbuilding Character Design Mood Aesthetic
Before the spheres fell, there was only silence. The water remembered them first. It changed color the way a wound changes color. Slowly. Completely. Without apology. Those who came to look became those who came to drink. And those who drank, walked. They walked across the red sand, across the cold ocean, across the fields that grew where nothing should grow. They walked because the sphere does not call with words. It calls with weight. With pull. With the feeling that something inside you has always been incomplete. The water is the intermediary. The sphere cannot touch the soul directly, it needs a surface. It needs the body to be open. Standing in the red water, still, until the boundary between what you are and what the sphere is, dissolves. Those who emerge are not the same. They are more. The crown is not given. It grows. The hands change because the soul changes, and the soul does not lie about what it has become. At the end there is no solitude. The chosen one does not stand apart from the congregation. The chosen one becomes the center. Eyes closed. The sphere, complete inside them. The red water, still rippling outward. Forever.
02
DARKCORE_85_
Client: Personal
Date: Dec 2025
Art Direction Generative AI Storytelling
Worldbuilding Character Design Mood Aesthetic
In the aftermath of saturation, form became signal. Bodies were no longer born they were assembled. Chrome replaced skin, light replaced blood, and identity condensed into polished surfaces that reflected nothing but intention. Darkcore exists in this moment: a cold era where aesthetics outlived meaning and beauty became a hardened interface. These figures do not speak. They transmit. Their skulls gleam like relics of a future already obsolete, their silhouettes sharpened by spikes, circuits, and synthetic tension. Emotion is compressed into posture, into gaze, into the quiet glow beneath transparent armor. Is not rebellion, nor worship. It is presence. A record of entities engineered to endure endless night, precise, immaculate, and untouchable, drifting through a world where darkness is no longer feared, only perfected.
03
DOGMA_404_
Client: Personal
Date: October 2025
Art Direction Generative AI Editorial
Worldbuilding Character Design Mood Aesthetic
They prayed after the silence. When the temples fell and the circuits replaced the choir, belief did not disappear, it adapted. Steel learned to kneel. Flesh learned to endure. Halos burned colder, forged from light and machine. These figures are not saints, nor machines. They are what remains when faith is no longer promised, only worn. Their bodies carry relics of devotion: crosses etched in chrome, scars sealed with circuitry, prayers embedded beneath synthetic skin. Is not a vision of salvation. It is a record of survival, of belief rebuilt in the dark, sharp, and unbreakable.
SILICAVISION MAG
Issue 01 / Portfolio Magazine Edition
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