Maria Rogozhina · creator-maker
I come up with campaign ideas and make them myself.
I study motion design at HSE Design. I invent the world of a campaign, build it in 3D and motion, and then carry it onto merch, packaging and real spaces. Below are four campaigns that show how one idea lives on every surface.
How I think
First a world. Then everything it touches.
World. I start with one strong image or voice: a fake travel ad, a festival that builds itself, a holiday you can eat.
Platform. I turn it into rules: tone of voice, palette, characters, type.
Touchpoints. Then the idea goes everywhere the audience is: screen, social, merch, packaging, the room they walk into.
Case 01 · Tourist Trap · integrated launch campaign
Insight: indie games get noticed for one frame.

Tourist Trap is a surreal action-adventure about Lea, a tourist who comes to Paris for the good life and ends up in a cheap cabaret wrestling show. The game is still a concept, so the campaign has to sell the world on its own, among thousands of indie releases. Audience: 18–30, on Steam, YouTube, TikTok and VK.
Idea: a fake travel ad with the cheek of a wrestling show. Every piece speaks in this voice: glamorous, hooligan, absurd. Scenes are built to be understood in five seconds and shared with a friend.
Touchpoints: trailer, vertical cuts, identity, poster and key visual, Steam page, social posts and a tapestry.
Result: one world from the first frame of the trailer to a tapestry poster you can hang on a wall — a Mexican wrestling mask under a Paris dome, the heroine fighting herself.
Case 02 · CONTENT MACHINE · a festival as an experience
Insight: festival projects are built on the spot.
A three-day festival for directors, camera operators, dancers and musicians. Teams form on site, like a construction kit, so the identity is a kit too: modular 3D characters and a logo that stretches to hold information.
Touchpoints: identity, infographic poster, mobile app, entry wristbands, power bank, social posts.
Result: a visitor meets the same system at the gate, on the wrist, in the app and in the feed.
Case 03 · New Songkran · a holiday you can eat and play with
Insight: Songkran isn’t meant to make sense.
A multimedia book about the legend of the Thai New Year and water festival. A Western mind looks for cause and effect here and finds none. So the book doesn’t explain: it asks you to accept and feel, the «Mai Pen Rai» way.
Touchpoints: multimedia e-book, animated greeting card, instant noodles «Songkran flavour», festive shopping bag, water-gun keyring.
Result: a story people can watch, send, eat and squirt water with.
Case 04 · KYŒUR · my own jewellery brand · DAFES finalist
Insight: a small brand must look big on day one.
KYŒUR joins the Japanese «kyun», a tender ache, with the French «cœur», heart. French heraldic shapes like the fleur-de-lis, softened with Japanese roundness. Six pieces made for real.
Promo reels in After Effects, inspired by the vector ad graphics of Guerlain and Chanel. Photos adapted to vertical with Recraft and animated with Kling.
Result: a brand built and promoted end to end by one person, and a DAFES final in October 2025.
Craft · made by me, start to finish
I don’t hand ideas over. I make them.
Selected work beyond the four campaigns:
«Kamikaze Girls» title sequence · Hindu creation myth explainer · POLKA DOT, a 360° 3D animation · Love’s Thorn, a game location and trailer · WONKY CLAY, my own trained AI model (SDXL LoRA).
Five DAFES finals: POLKA DOT (Dec 2024), KYŒUR (Oct 2025), Kamikaze Girls titles (Feb 2026), Hindu myth explainer (Mar 2026), Prana Swirl (Jun 2026).
Let’s work together
Give me a brief. I’ll bring the idea and make it.
























