Creative Direction Brand Systems Art Direction Visual Strategy Photography Campaign Design Brand Films Bengaluru · India Creative Direction Brand Systems Art Direction Visual Strategy Photography Campaign Design Brand Films Bengaluru · India
AR

ASHISH RAJPALI

Brand Designer & Creative Producer · Bengaluru

Designing brands, campaigns, and visual worlds that people actually feel.
3+ years building across education, culture, and film production at scale.

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Ashish
"This one needs a minute. Trust me."
AR
Executed Output

THE
OUTPUT.

01
Brand Identity Naming · Type · Campaign Travel-Fashion · 2026
Brand Identity · Digital Product · Campaign System
SIDEQUEST
Identity System · Website Architecture · Launch Campaign · Social System
VIEW FULL PROCESS →
01
Campus Design Bold · Colourful Haralur · 2024
Campus Wall Mural System
BWJ
HARALUR
10×5 Wall · 8×2 Wall · 9×2 Wall
VIEW FULL PROJECT →
BWJ
WHITE
FIELD
02
Google Display Paid Acquisition Whitefield
Performance Ad Campaign
BWJ
WHITEFIELD
7-Creative Suite · Square + Landscape · 5 Emotion States
VIEW FULL PROCESS →
03
Brand Identity Campaign Collateral ISKCON Initiative
Travel Brand Identity · Campaign Collateral · Cultural Tourism
HERITAGE TOURS
Hero Poster · Programme Flyer · Full Brand Identity System
VIEW FULL PROCESS →
BALI
CAMPAIGN
04
Google Display International · Bali Heritage Tours · 2025
Performance Ad Campaign · Google Display · International Tourism
HERITAGE BALI
Google Display Suite · New Market · International Research
VIEW FULL PROCESS →
GREAT
INDIA
05
Donation Campaign NIVE · Tripura 11-Creative Suite
Fundraising Campaign · Cause Communication · Social Media
GREAT INDIA TALENT SCHOOL
5 Creatives · 3 Donation Tiers · Real Photography
VIEW FULL PROCESS →
Campus Wall Mural System · Haralur · 2024
BWJ
HARALUR
3
Wall Formats
5
Designs
2024
Year

BWJ Haralur wanted to transform their campus walls into something that spoke to both kids and parents — bold, colourful, and unmistakably theirs.

CREATIVE OUTPUTS
3 SIZES · 5 DESIGNS
A — 10×5 Wall, Design 1
Landscape Format
B — 10×5 Wall, Design 2
Landscape Format
C — 8×2 Wall, Design 1
Strip Format
D — 9×2 Wall
Strip Format
E — 8×2 Wall, Design 2
Strip Format
THE THINKING
01
The Brief

Decorate the campus with designs that feel alive — colourful enough to hold a child's attention, considered enough to impress a parent walking in for the first time. Three wall sizes, one consistent energy.

02
The Thinking

Campus walls are the first thing a child sees every morning. The design language had to be high-energy without being chaotic — bold colour blocking, clear geometry, and a warmth that made the space feel like it was built for them.

03
The Craft

Each wall format was designed to work independently at large scale — accounting for viewing distance, architectural proportions, and print production. Colour choices had to read from across a courtyard and hold up at arm's length.

Installed across three walls on the BWJ Haralur campus. Now the primary visual character of the school's public-facing spaces.
3 SIZES · 5 DESIGNS · 1 CAMPUS
Performance Ad Campaign · Google Display · Whitefield, Bengaluru
BWJ
WHITEFIELD
7
Ad Creatives
5
Emotion States
2
Formats

Tech-sector Bengaluru families have high expectations and zero tolerance for generic messaging. This campaign had to earn attention, not buy it.

CREATIVE SUITE
7 ADS · SQUARE + LANDSCAPE
01 — Square
Nurture
"Guided with love, grown with care" — opens with the teacher, not the child.
02 — Square
Rootedness
"Strong roots, bright futures" — the brand's cultural thesis in six words.
03 — Square
Curiosity
"Every day is a new discovery" — the magnifying glass does the conceptual work.
04 — Square
Creativity
"Where creativity begins with colours" — evidence before claim.
05 — Square
Imagination
"Little minds, big imaginations" — type scale mirrors the headline tension.
06 — Landscape
Narrative
"Every scribble today, a story tomorrow" — white-to-photography split. Editorial tension in a performance format.
07 — Landscape
Joy + Values
"A joyful start with timeless values" — closes the suite on the brand's deepest conviction. No staging.
THE THINKING
01
The Brief

Basil Woods Juniors Whitefield needed to cut through one of Bengaluru's most saturated parent-facing markets — with a Google Display campaign that actually made parents stop scrolling.

02
The Thinking

Instead of selling features, the campaign focused on emotional entry points — curiosity, warmth, imagination, rootedness, joy. Each ad was designed to make the parent feel something slightly different while still belonging to the same system. Seven ads, five emotional registers, one consistent visual grammar.

03
The Craft

Consistent visual structure across all 7: brand mark top-left, ISKCON badge top-right, photography bleeding to edge, single headline carrying the feeling of each ad. White ground was deliberate — in a dark, busy display feed, space reads as calm and considered.

7-ad suite deployed across the Whitefield admissions cycle. The emotional positioning system was carried into follow-on campaigns.
7 ADS · 5 EMOTIONS · 1 SYSTEM
Brand Identity · Digital Product · Campaign System
SIDE
QUEST
8
Deliverables
3
Colour System
2026
Self-Initiated

A travel-fashion brand for the way people actually travel now. Not a checklist of landmarks, but a search for the detour. The identity had to feel restless without feeling cheap, and rebellious without losing the confidence to charge properly for a product.

THE IDENTITY
WORDMARK · TYPE · COLOUR
The Wordmark
Core Asset
The logo is the strategy. Namioto XBold produces a continuous, unsettled wiggle: movement, but not the orderly kind. The tilted 'Quest' breaks the baseline on purpose. Everything downstream is this one idea applied.
Typography System
Namioto + Poppins
Namioto XBold carries the attitude. Poppins carries the information. The display face is allowed to misbehave precisely because the body face never does.
Colour Palette
Three Values
Two oranges and a warm off-white, all pulled from the same hue. The deeper red-orange grounds the energy of the brighter one. Off-white replaces harsh white so the palette stays warm across every surface.
THE LAUNCH
TEASE · PAID CAMPAIGN
Launch Poster
Withheld Reveal
The first thing the audience sees, and it deliberately refuses to say what the brand sells. Apparel, luggage, accessories: the poster keeps all of it open and holds only the energy. Built to run as outdoor near airports and travel-agency corridors, where the audience is already in motion.
Campaign: 'There's No Right ___'
Three-Part System
Once the tease has landed, the campaign says what the brand believes. One line, one variable word, three grounds. Direction. Destination. Age. A man hangs upside down against deep red. A woman balances a shoe on her head against off-white. A grandfather throws a shaka against bright orange. The construction is fixed and the palette rotates through all three values, so the campaign can extend indefinitely without needing a new idea each time. The system is the idea.
THE PRODUCT
WEBSITE ARCHITECTURE
Website Hero
Terrain, Not Gender
Where the campaign sends them. The strongest structural decision in the project sits here. Retail defaults to Men, Women, Kids. SideQuest replaces that entirely with terrain: Mountain, Beach, Forest, Desert. It matches how a customer actually thinks when they shop. Nobody buys because they are a man. They buy because they are going to Ladakh.
Collection Carousel
Commercial Logic
Complete travel sets rather than individual items: an entire outfit for the trip, priced so the set is the obvious buy. 'Customize' remains one click away for anyone who wants to break the set. The search field doubles as a curiosity engine, since people will type in destinations they have no intention of visiting just to see what comes back.
THE CONTENT ENGINE
SOCIAL · REELS
Reel Thumbnail System
Content Framework
What keeps the audience after the sale. Built to talk about the traveller, not the product. Underrated destinations, travel stories, practical tips. A repeatable thumbnail frame that survives whatever content gets poured into it.
THE THINKING
01
The Insight

Travel in India has changed materially over the past decade. People are no longer ticking landmarks off a list. They are after the experience, the hidden place, the story that belongs to them alone. SideQuest is built for that traveller: the one who follows curiosity instead of an itinerary.

02
The Name

A side quest is the optional mission in a video game, the thing that is not the main objective. The term has since escaped gaming and entered everyday speech. The name arrives pre-loaded with meaning, so the work was not to invent a concept but to recognise one and avoid ruining it. It also describes the exact behaviour the brand wants to provoke.

03
The Voice

Gen Z vernacular held together by professional confidence. The mischievous travel companion who backs your questionable decisions and still makes sure you get home in one piece. The mischief is what makes it fun. The care is what makes it a brand you can trust with money.

04
The Structural Bet

Sell by terrain, not by demographic. Mountain, Beach, Forest, Desert. This is not a styling choice, it is an operating decision. It changes merchandising, navigation, and how the catalogue is built. A travel-fashion brand should be organised around where the customer is going, because that is the only question they are actually asking.

05
Where It Goes Next

Three extensions the system is already built to carry. Paired sets for couples, since a large share of Indian travel happens under the banner of a honeymoon and the set format extends naturally to two people. Content that stays user-centric rather than product-led, trading polished product shots for travel stories, underrated destinations, and practical tips. And the sharpest of the three: a movement built on tagging locations Instagram does not recognise. Real places with no pin. The audience does the work, the algorithm becomes the antagonist, and the brand line proves itself in public rather than merely claiming to be true.

Mission: break the itinerary. Vision: a generation that treats travel as spontaneously as a trip to the mall.
THE LOGO IS THE STRATEGY
Brand Identity · Campaign Collateral · Cultural Tourism
HERITAGE
TOURS
5
Deliverables
10D 9N
The Voyage
2026
April

An ISKCON cultural travel brand built from scratch. Every touchpoint had to feel elevated without feeling exclusive — spiritual without feeling sectarian, adventurous without losing gravitas.

CREATIVE OUTPUTS
HERO POSTERS · CAMPAIGN FLYERS
Hero Poster — Ha Long Bay
Desire Format
Serenity as the hook. Blue water, ancient karsts, the boat as scale. The destination sells itself — the type just names it.
Hero Poster — Mountain Temple
Wonder Format
The pagoda atop the mountain signals spiritual depth — the right register for an ISKCON audience.
Campaign Flyer — Golden Bridge
Essential Info
Clean format: essential info, nothing more. The iconic hands do the emotional work.
Detailed Flyer — Highlights
Decision Asset
Same hero image, expanded with destination highlights + QR itinerary link. For the parent who wants specifics.
Programme Flyer — Full Decision Asset
Conversion
The conversion document. Highlights, itinerary QR, icon suite, and the social proof strip — Nepal · Bali · Sri Lanka — showing real groups from prior tours. Evidence that Heritage Tours delivers.
THE THINKING
01
The Brief

Build the complete visual identity and campaign suite for Heritage Tours' Vietnam–Cambodia expedition — Ha Noi, Ha Long, Da Nang, Siem Reap, Ho Chi Minh City. Audience: New Horizon Institution families. Two formats — a poster to create desire, a programme flyer to close it.

02
The Thinking

Generic travel brands sell escape — Heritage Tours needed to sell meaning. The naming decision came first: 'The Khmer Voyage' carries mythology before a single city is listed. A name, not a description. The poster creates desire at a distance; the flyer closes it with specificity.

03
The Craft

The serif display type occupies the same visual plane as the landscape photography — letterforms and geography in dialogue. The yellow Heritage Tours badge becomes the brand's consistent anchor. The icon system (Luxury Stays, Veg Meals, Expert Guides, Class Comfort, Scenic Escapes) reduces decision friction — five glanceable proof points.

04
Social Proof

The 'Glimpses from Nepal · Bali · Sri Lanka' strip does more trust-building than any superlative headline. Real groups, real smiles, real prior tours — the audience sees themselves in the photographs. Evidence that this brand has delivered, repeatedly.

Identity and collateral used across the Vietnam–Cambodia expedition launch. Heritage Tours' first fully branded international tour.
BRAND THINKING BEFORE THE BRIEF
Performance Ad Campaign · Google Display · International Tourism · Bali
HERITAGE TOURS
BALI CAMPAIGN
7
Ad Creatives
2
Formats
2025
Year

Heritage Tours' first international Google Display campaign — a new destination, a new audience mindset, and a brief that demanded research before a single frame was opened.

CREATIVE SUITE
GOOGLE DISPLAY · BALI
01 — Display Ad
Bali
02 — Display Ad
Bali
03 — Display Ad
Bali
04 — Display Ad
Bali
05 — Display Ad
Bali
06 — Display Ad
Bali
07 — Display Ad
Bali
THE THINKING
01
The Brief

Heritage Tours' first international Google Display campaign — targeting ISKCON-affiliated families for a Bali cultural tour. The challenge: Bali isn't unknown, but Heritage Tours' version of it is. The brief wasn't just to sell a destination, it was to reframe a familiar place through a spiritual and cultural lens.

02
The Research

Designing for an international destination meant starting from scratch — understanding Bali's cultural geography, the visual language associated with it in Indian travel advertising, and where Heritage Tours' positioning could carve out distinct territory. New reference libraries, new photography directions, new colour sensibility. The tropical palette had to feel elevated, not touristy.

03
The Thinking

The same audience that responded to the Khmer Voyage campaign — but now needing a different emotional register. Bali carries connotations of wellness, serenity, and spiritual resonance that align naturally with Heritage Tours' brand. The creative leaned into that overlap rather than fighting it. Destination familiarity became an asset, not a problem.

04
The Craft

Consistent visual grammar from the Heritage Tours system — brand badge, structured typographic hierarchy, photography-forward layouts — adapted for Bali's distinctly different landscape and colour story. The green-and-gold palette was a deliberate departure from the Vietnam campaign's cooler tones, signalling a new chapter while staying unmistakably on-brand.

Heritage Tours' first Bali campaign. Design system adapted from the Vietnam identity with a new colour story for the destination.
NEW MARKET · NEW RESEARCH · ONE SYSTEM
Fundraising Campaign · Cause Communication · NIVE · Tripura
GREAT INDIA
TALENT SCHOOL
5
Creatives
3
Donation Tiers
200+
Students

A fundraising campaign for a free school in rural Tripura — where the brief was to move people, not just inform them. Stock photos were never an option.

THE TIER SYSTEM
3 COLOURS · 3 LEVELS OF GIVING
SUPPLIES
Uniforms, bags, shoes, stationery & books. The warm brown price block signals the smallest, most accessible ask.
SPONSORSHIP
Full education cost for a set number of children for a defined period. Red signals urgency and direct human impact.
ADOPT THE SCHOOL
Full institutional sponsorship for 3 months, 6 months, or a year. Blue denotes the highest tier — trust, stability, long-term commitment.
CREATIVE SUITE
5 PIECES · REAL PHOTOGRAPHY
01 — Adopt the School · 6 Months
Blue · Institutional Tier
02 — Adopt the School · 1 Year
Blue · Institutional Tier
03 — Sponsor Supplies · 200 Children
Brown · Supplies Tier
04 — Sponsor Books · 100 Children
Brown · Supplies Tier
05 — Sponsor Books · 150 Children
Brown · Supplies Tier
THE THINKING
01
The Brief

Great India Talent School is a free school in rural Tripura, run under NIVE, providing education to tribal and rural children who would otherwise have none. This was a fundraising campaign to keep it running — covering supplies, sponsorships, and full institutional adoption at three levels of giving.

02
The Photography Decision

Stock photography was never considered. For a cause this specific — children this real, in a situation this particular — generic imagery would have killed the emotional truth of the campaign before a single rupee was asked for. Real photos were requested directly from the school. They came through. A boy studying by window light. Girls walking to school through what looked like a little jungle. Kids in uniform, laughing. That's not something you can license.

03
The Design Approach

The campaign copy was dense by necessity — each creative had to carry a specific ask, a rupee amount, bank details, a QR code, and an 80G tax exemption notice. There wasn't room for emotional headlines doing heavy lifting. So the design deliberately stepped back and let the photography lead. Soft layout, clean type, no aggressive colour. The images do the feeling. The text handles the transaction.

04
The Colour System

Three donation tiers, three distinct colours — not arbitrary. Warm brown for supplies: accessible, warm, low-barrier. Red for child sponsorships: urgency, direct human impact. Blue for adopting the school: institutional weight, trust, long-term commitment. A donor could scan the feed and self-select their giving level before reading a word of body copy.

11 creatives across 3 tiers. Real photos from the school. Every rupee amount, every ask, earned by the image it sits next to.
3 TIERS · 5 CREATIVES · ONE CAUSE
MOTION
Motion Work

MOVING
IMAGE.

Brand films, reels, campaign ads, and stories — written, directed, and delivered across NIVE Schools and beyond.

Brand
Films
Reels
& Social Ads
Campaigns
& Stories
01
Brand Film · NIVE
Showreel · Brand Film · NIVE Schools
BWI
BRAND FILM
Types of Learners — every child learns differently. Give them the place that understands them.
Direction Narrative Production 2023
02
Campaign Proof of Concept
NIVE · 2023
Types of Learners · Campaign Vision
SPATIAL
LEARNER
One child. One truth. The seed of a campaign that never got to grow.
Campaign Series Child-Centric Proof of Concept
03
Insta Reel · BWJ
Admissions Campaign · BWJ Malleshwaram
BORN
CURIOUS
Glimpses of kids being kids. Cut to make parents feel it.
Instagram Social Ad 2024
By Students
BWNS · 2024
Brand Film · NIVE Schools
ABOUT
TEACHERS
What the students see that no one else does.
Direction2024
By Parents
BWNS · 2024
Brand Film · NIVE Schools
ABOUT
TEACHERS
The same story — through a parent's eyes.
Direction2024
THINKING
Ideas & Analysis

HOW I
THINK.

Not just what I make — but how I see. Essays, breakdowns, and observations on design, culture, and everything in between.

Everything is Designed. Nothing is Just Decoration. Essay · Design Thinking · 2025
The Cost of the Wrong Room Essay · Experience · 2026
Air India Rebrand Brand Identity · 2022–23
One Piece & The Architecture of Revelation Observation · Anime · 2024
The Last of Us Part II — Playing the Villain Casual Thought · Game Design · 2020
Essay · Design Thinking

Everything is Designed.
Nothing is Just Decoration.

Ask someone what a designer does. They'll say something about colours. Maybe fonts. Maybe logos if they're feeling generous.

Nobody says door handles.

Nobody says the way a hospital corridor is lit so you feel less like you're about to receive bad news. Nobody says the signage that moves thousands of people through an airport without a single person stopping to think about where they're going. Nobody says the chair that held your back correctly for eight hours without you once noticing you were sitting.

Good design does that. It works so well you forget it's there. And the moment you forget it's there — that's when people stop calling it design.

The Fidget Spinner

I have a fidget spinner on my desk. These days every product is selling you two things at once — buy our fridge that also streams Spotify, this phone that also snaps into a projector, this laptop that's also a tablet that's also a drawing pad. Everything has a second function, a bonus feature, a reason to justify its existence. And then there's this. No screen. No second use. It spins. That's it. That's all. And it took the entire world by storm.

I like it because I actually do have trouble sitting idle. My hands keep spinning it, playing with it — until at some point I've completely forgotten I even own the thing and I'm just working. That's the whole product. Complete commitment to one purpose. And it delivered so completely that it disappeared into the background of my focus.

That's design. Not decoration.

The Invisible Infrastructure

Somewhere, a designer sat down and thought about how a city should feel to walk through at night. Which streets should be wide and which ones intimate. Where the light falls and where the shadow sits. How a park bench should be angled so strangers can sit near each other without feeling like they have to talk. These weren't decorative choices. They were decisions — real ones, with real outcomes — about how millions of people would move through their lives every single day. You feel those decisions every time you step outside. You just don't call them design.

The Finisher Problem

When people mix the two up, designers get treated like finishers. You make the real decisions, then hand it to the designer to make it pretty. Sprinkle some colour. Clean it up. Nice.

But the thinking was always the job. Design is every decision that shapes a human experience — and yes, that includes how something looks. Because how something looks is also a decision. Aesthetics aren't separate from function, they're part of it. Making something feel warm, or urgent, or trustworthy — that's not decoration, that's design doing its job at the surface level. It all belongs to the same discipline. Designers think about everything. The colour is just the part everyone notices.

The spinner on my desk does one thing perfectly. The hospital corridor asks nothing of you at the worst moment of your day. The bench lets two strangers share space without having to negotiate it.

None of that is pretty. All of it is designed.

Essay · Experience

The Cost of
the Wrong Room

Nobody told me the room I wasn't in would define my work more than the room I sat in every day.

I spent three years as the only designer in an organisation that didn't know it needed more than a designer. Every brief that reached my desk was already broken — not because anyone was careless, but because the conversation that should have happened before the brief never did. Strategies were decided in meetings I wasn't invited to. Mental images were formed. Assumptions were made. And then a request landed on my desk: "Make a poster. 10 ads. Design an invitation."

No why. No who. No what are we actually trying to say.

One time I was asked to design a poster for a student exchange program. No brief, no direction — just an itinerary. I made the best call I could and picked the most recognisable locations. Upon review I was given the look. "You missed the important ones." The important ones nobody mentioned. The ones decided in a meeting I was never part of.

That look is what this article is about.

It's not the look of a bad designer being corrected. It's the look of a process that was broken from the start — and a designer standing at the end of it absorbing blame that was never theirs to carry.

When there's no Art Director in the room, no one asking why before asking what — the designer becomes a production machine. Fast hands, no seat at the table. And slowly, without noticing, you start to shrink. You stop asking questions because the room laughs when you do. You stop pushing because nothing moves. You start measuring your worth in how quickly you can turn a request around instead of how well you can think through a problem.

That's the cost of the wrong room. Not just frustration — erosion.

I'm soo done eroding.

A CD's Diagnosis

Air India
Rebrand

Tata acquired Air India in 2022 — inheriting decades of debt, broken operations, and a reputation that had become a national punchline.

The brief tried to do four things at once: distance from government-era baggage, signal global premium, retain Indian identity, absorb Vistara. That's not a design brief. That's too many problems in one room, and design can't fix all of them.

The Maharaja

He wasn't just famous — he was trusted. Globally recognised, impossible to replicate, decades of genuine affection. And they quietly shelved him.

The story was right there. An airline founded by Tata, nationalised against his wishes, returned to the family 70 years later. The Maharaja, finally free. That's a campaign. Nobody built it.

The Vista Mark

I'm Indian, grew up around Jharoka architecture, and I only got the reference after I read about it online. A symbol that needs explanation hasn't done its job.

The concept wasn't wrong — they were too nervous about being "too Indian" for a global audience. That nervousness is visible in the final mark.

Removing Devanagari

Script is not decoration. It tells you who the design was made for.

FutureBrand London led this project, and it showed. When the people in the room aren't from the culture, decisions like this slip through.

Aubergine

Red had 91 years behind it. Aubergine came in because Vistara was being absorbed — a logistics call dressed up as a creative one. The palette felt like a committee made it. Because one did.

The Actual Failure

The identity launched August 2023. Fleet refurbishment started mid-2024. Passengers got a premium brand promise on aircraft with old interiors and unresolved complaints.

That's not a branding failure. That's a trust failure.

No campaign. No conversation with the public about what had changed or why. The identity just dropped — and in the silence, people filled the gap with every frustration they already had.

Where This Lands

India's hospitality, art, and cultural texture is something no other airline can claim. That was Air India's one differentiator. The thing Emirates and Singapore Airlines could never buy.

They spent the rebrand softening it.

Fix operations first. Let the experience speak. Build the identity around what's actually true — not what you're hoping to become. Then tell people. In that order.

An identity can confirm a transformation. It cannot create one.

Observation · Narrative Design · Anime

One Piece & The
Architecture of
Revelation

One Piece doesn't tell you what it is — it just keeps getting bigger until you understand it yourself.

A personal observation on how Oda built the most real world inside the most unreal one.

How It Starts

When I first watched Alabasta, I thought: great villain, sad village, evil ruler. Good story. It felt like another anime doing what anime does. I had no idea I was already inside something enormous.

It wasn't until Skypiea — Roger's Poneglyph, the realisation that he was here centuries ago — that the scale cracked open. But even then the emotions didn't all arrive at once. They unfolded arc by arc. Accumulated.

"This isn't just about some treasure." — Ashish, somewhere around Skypiea
Worth noting
The retrospective assembly of meaning — Oda gave you a map you could only read backwards. That's not just good storytelling. That's how memory works. You understand the shape of your own life the same way.

One Piece doesn't give you the manual — you just keep going until one day you look back and realise you were already inside something huge. But that's the thing: neither does life. Nobody sits you down at 15 and explains what's actually happening around you. You live through things — relationships, failures, moments that feel small — and only later, with distance, do you understand what they were part of. The meaning is always assembled in retrospect. One Piece just makes that process visible.

A Cartoon World with the Realest Problems

The world is maximally absurd on the surface — a rubber man, islands in the sky, a clown who detaches his own body parts in a fight. Oda makes the vessel as ridiculous as possible. And then underneath: slavery, colonialism, corrupt institutions protecting themselves over people. The same human tendency to control and seize, reappearing on every island, across every arc.

Give humans every crazy possibility in the world and they'll still build the same hierarchies and crush the same people. The absurdity is the Trojan horse. The real world problems are what was inside it the whole time.

Worth noting
The vessel is absurd so the cargo can be real. Every writer who ever used genre fiction to say true things knows exactly what Oda was doing. The comedy is load-bearing structure.
What Luffy Actually Represents

Luffy is the embodiment of how it should be in a world full of chaos. He simply ignores the broken systems and moves anyway. It looks reckless — but everywhere he goes, things get more free, not more chaotic. His freedom isn't the absence of problems. It's the refusal to let control become the answer to them.

What Oda Is Actually Doing to Children

A kid watching One Piece at 10 doesn't understand colonialism — but they understand what the World Government did to Ohara. They don't understand institutional corruption — but they understand Spandam. And when they grow up and the news becomes real, they won't be phased by it.

"They're watching the news, but not really." — Ashish

Oda has been inoculating an entire generation against the real world through the back door — for 27 years, inside a story about a boy who wants to be King of the Pirates. That's not entertainment. That's moral education disguised as a cartoon.

One Piece doesn't give you the world. It gives you a way of seeing it — and by the time you realise that, you've already been changed.

Casual Thought  ·  ⚠ Spoilers Ahead

The Last of Us
Part II — A Game
That Made Me Play
the Villain

TLoU2 goes dark, fast. Joel — the guy you spent an entire game protecting and rooting for — is brutally killed within the first hour. The character responsible is Abby, and naturally, I hated her. I set out on Ellie's path burning with that rage.

The Story
"Dude, I literally set out to kill this bitch and now you're making me play as her?!" — Ashish, halfway through the game

Then the game pulls the rug: halfway through, you're suddenly playing as Abby. I was appalled. But within an hour, I understood her. I sympathised. The story doesn't justify what she did — it just shows you why. That shift in perspective is what makes this game genuinely uncomfortable in the best way.

Worth noting
The story doesn't justify what she did — it just shows you why. That's one of the sharpest lines in any piece of media criticism I've read. Empathy and forgiveness are not the same thing. Most storytelling conflates them. This game doesn't.
What the Gameplay Does Differently

The core mechanics don't change much between characters, but the feel does. Ellie is weaker but scrappy — resourceful, improvising. Abby hits harder but isn't as sharp with crafting. It's a small design choice that actually mirrors who they are as people.

And no matter who you're playing, the game never lets you off the hook. Every action has weight. It's unforgiving in a way that feels intentional — like the game itself is quietly judging your bloodlust.

Ellie's Arc

The flashbacks between Ellie and Joel are the emotional gut-punch of the whole game. You watch their bond grow, and then fracture when Ellie learns the truth about the Fireflies. My read: her revenge isn't just grief — it's guilt. She pushed Joel away, and never got the chance to fix it.

Abby's Arc — and a Detail Most People Miss

Her relationship with her father reframes the ending of the first game entirely. Her tangled feelings around Owen and Nora make her feel genuinely human. And then there's Lev — her decision to protect him and Yara is what finally moved her from antagonist to just another survivor trying to survive in a world that doesn't reward mercy.

One thing that stuck with me: Abby is afraid of heights. The game doesn't just tell you this — it shows you through the camera. When she's forced to look down from somewhere high, the angle slowly tilts and the frame wobbles slightly, as if the camera itself is struggling to hold steady. You don't just know she's afraid. You briefly feel the vertigo with her.

On this observation
Most criticism tells you what a game is about. This observation tells you what it does. Naughty Dog used the camera — a purely mechanical tool — as a psychological instrument. The frame doesn't observe her fear; it performs it. You don't watch Abby look down. You briefly inhabit her vertigo. That's the gap between craft and formula — and catching it while you're emotionally inside a revenge story is a director's eye at work.

The game forces you to be the villain — and then, slowly, makes you understand that the villain was always someone else's protagonist. That's not a comfortable thing to sit with. That's exactly the point.

Photography

FRAMES,
LIGHT,
OBSERVATION.

Three years of shooting with a brief — events, reels, concept visuals, film stills, and stock images used directly in campaigns, school banners, and reports. These frames are from that body of work.

DRAG TO EXPLORE
Garuda
01
Culture · Travel
Garuda
Undefeated
02
Culture & Colour
Undefeated
Full Spectrum
03
Nature · Wildlife
Full Spectrum
Primordial
04
Nature · Wildlife
Primordial
Frame 14
05
Nature · Wildlife
Shell & Stone
Above the Canopy
06
Nature · Wildlife
Above the Canopy
Cut From Silk
07
Nature · Wildlife
Cut From Silk
Frame 15
08
Nature · Wildlife
The Still Point
Small Hours
09
Nature · Wildlife
Small Hours
Before the Dive
10
Event · People
Before the Dive
Annual Conclave
11
Event · People
Annual Conclave
Room Full of Feeling
12
Event · People
Room Full of Feeling
The Seat of Listening
13
Event · People
The Seat of Listening
Gear Logic
14
Macro · Detail
Gear Logic
Chain Reaction
15
Macro · Detail
Chain Reaction
LaFerrari, 1:18
16
Product Shoot
LaFerrari, 1:18
Hanging Devotion
17
Product Shoot
Hanging Devotion
Still Thinking
18
Street
Still Thinking
VISION
Ashish Rajpali
BVA · Graphic Design
m e o w
Who I Am

BUILT ON
CURIOSITY.

I'm a Brand Designer & Creative Producer from Bengaluru working across brand systems, campaigns, photography, and film.
Most of what I make ends up in front of thousands of people — and has to first survive the room it was made in.

Most of my experience has been inside a large-scale institutional ecosystem — building campaigns, shaping school brands, directing visual systems, and producing films across 19+ institutions under ISKCON Bangalore.

Working inside that structure means navigating multiple approval layers, conservative expectations, and tight turnarounds — while still trying to make something worth looking at. That friction teaches you quickly. You stop protecting the work and start making it resilient.

Photography runs through all of it — shooting events, reels, concept visuals, film stills, and the stock images that end up directly in school banners, reports, and campaigns. It's not separate from the work. It's how a lot of it gets made.

Creative Lead Art Direction Visual Direction Campaign Design Film Production
Brands
Career Journey

WHERE
I'VE BEEN.

ISKCON Bangalore
Spiritual Organisation · NGO Education Network · Pan-India · 2022 – Present · 3+ Years
Senior Designer → Brand & Creative Lead
CURRENT ROLE
3+
Years
19+
Schools
10K+
Social
  • Built and maintain the visual brand system for ISKCON Bangalore — brand guidelines, design templates, and communication standards used across print, digital, and large-format production.
  • Planned and delivered 8–10 major festival campaigns per year — each with its own brief, cultural context, and multi-format output across print, digital, and event collateral.
  • Work directly with senior institutional stakeholders — presenting directions, incorporating feedback, and aligning creative decisions with institutional priorities.
Within: NIVE Education Initiative
Brand & Creative Lead
  • Set visual direction across 4 K-12 institutions in Bengaluru, Hyderabad, and Gurugram, and 15+ preschools pan-India — coordinating with separate school teams while maintaining consistent output quality across all locations.
  • Ran integrated campaigns per institution per term covering 6+ asset categories: print collateral, social content, packaging, editorial, and event branding — all simultaneously, all on deadline.
  • Wrote narrative, planned shoots, directed on location, and delivered the edit on both brand films — 2-person crew, 20-day turnaround.
★ Brand Film — Conceptualised, co-directed, and delivered a full brand film with a 2-person crew. Brief to final cut in 20 days.
Within: Heritage Tours — Educational Travel
Brand & Creative Lead
  • Conceived and built the complete brand identity for Heritage Tours — logo, colour system, typography, tone of voice, and campaign collateral — establishing a distinctive visual presence for a cultural education travel brand targeting institutions across India.
  • Travelled on domestic Heritage Tours deployments to shoot and capture photography, video, and b-roll — building a creative stock library used directly in ads, reels, YouTube content, and campaign collateral.
Foundation
Kham Designs
Architecture & Design Firm · Internship · Jun–Sep 2021
  • Worked on 3–4 live client briefs over 4 months — spatial layout drawings, pitch decks, and client presentation materials. Real briefs, real review cycles from week one.
  • Architecture's emphasis on proportion, spatial hierarchy, and how a viewer moves through a layout still informs how I approach every design.
Beyond Design
🏀
DISTRICT BASKETBALL
Teamwork under pressure
🏹
DISTRICT ARCHERY
Precision & focus
🤸
DISTRICT GYMNASTICS
Discipline & consistency
On-Location Work

OUTSIDE
THE STUDIO.

01
Heritage Tours — On Location
Solo Production Lead · Pan-India Deployments

Planned, shot, edited, and published travel content across multiple India deployments as the sole creative resource. Most of the work was built live on-location — fast decisions, unpredictable conditions, minimal setup.

Shoot Direction Cinematography Post-Production Channel Strategy
2023–Present
02
Photography & Videography Workshops
Attendee & Practitioner · 4+ Workshops · Strong Feedback

Completed 4+ structured workshops in photography and videography while actively shooting for live client briefs. Covered studio lighting, composition, frame reading, and on-location technique. The training directly improved how I plan shoots, write production briefs, and make decisions on the day.

Photography Videography Lighting Composition Production Thinking
Ongoing
03
NIVE Schools — Brand Films
Creative Lead · 2-Person Crew · 20-Day Delivery

Co-directed two brand films for NIVE Schools — wrote the narrative, planned the shoot, directed on location, and delivered the edit. 2-person crew, 20-day turnaround from brief to final cut. Both films were used in live admissions campaigns.

Brand Film Narrative Direction Edit & Grade
2023
04
Kham Designs — Architecture Briefs
Graphic Design Intern · Live Client Briefs

Worked across 3–4 live client briefs at a design and architecture firm — spatial layouts, pitch presentations, and client-facing materials. First exposure to real deadlines and real feedback. The architectural approach to proportion, negative space, and visual hierarchy still informs how I approach layout and composition.

Spatial Thinking Pitch Decks Client Communication
Jun–Sep 2021
What I Bring

THE
CRAFT.

Pillar 01
THINK
Creative Direction
Campaign Strategy
Brand Systems
Audience Psychology
Ad Planning
Stakeholder Management
T
Pillar 02
MAKE
Art Direction
Brand Film Direction
Shoot Direction
Storytelling
Photography
Visual Strategy
M
Pillar 03
BUILD
Illustrator · InDesign · Ps
Premiere Pro
Adobe XD
Large Format Production
AI-Assisted Creative Workflows
End-to-End Delivery
B
Illustrator
InDesign
Photoshop
Premiere Pro
Adobe XD
AI Workflows
Brand Film
Photography
Creative Lead · Art Direction · Open to Work
LET'S MAKE
SOMETHING
PEOPLE REMEMBER.

Open to brand, campaign, and visual direction roles — full-time or contract.
Available immediately in Bengaluru, open to relocation.

OPEN FOR COMMERCIAL BRIEFS — F&B brands, lifestyle products, local & regional brands looking for direction, visual identity, or brand film work. Short-term and project-based engagements welcome.
Phone
+91 91768 26692
Location
Bengaluru, India
Languages
English · Hindi · Tamil