Visual Designer · Ho Chi Minh City

Websites & brand systems

For companies that need to look decided before they are. I came to interface design from drawing — surfaces where nothing can be undone. It shows in the work.

Websites — UX · UI · Build Brand systems — Identity · Print · Decks
Ho Phuong Trinh

Services

Two things, done properly. Not a menu.

(01)Primary

Websites

Strategy, UX, UI, and the build itself. From sitemap to a live site the team can edit without me.

For — founders and small teams launching, or replacing something that no longer fits.

Sitemap & content modelWireframesUI design Responsive buildCMS setupHandover
(02)Usually second

Brand systems

Identity and the documents around it — the logo, the typographic system, the brochure, the investor deck. Usually the second conversation, after a site is live.

For — companies whose site is right and whose everything-else isn't.

Logo & marksColour & typeTemplates Brochure & printInvestor materials

Featured

Three projects, in full — the brief, the constraint that shaped it, the decision I made, and what it does now.

01 — Travel-tech · Germany

Voyager AI

Role — Brand identity, product UI, website
Year — 2026
Voyager AI investor deck — cover
01 — The brief

A travel-tech company building an AI platform for travel agencies. They had a product to explain and no visual language to explain it in — no identity, no interface conventions, and a launch date already fixed.

02 — The constraint

Everything had to hold across three surfaces at once: the product interface, the marketing site, and investor material. There was no room for a brand phase followed by a product phase.

03 — The decision

Build one system, not three deliverables — a single type scale, colour set, and spacing grid that the interface, the site, and the deck all inherit from.

Rejected — The conventional sequence — logo, then guidelines, then screens. It reads as thorough and would have missed the launch, and the guidelines would have been out of date before anyone opened them.

04 — The build

Wordmark and marks, a two-weight type scale, an interface palette built for dark surfaces first, component patterns for the product screens, and the marketing site on the same tokens.

05 — What it does now

The identity, the product interface, and the investor deck all run on one system — new screens and new slides get assembled from existing parts instead of designed from scratch.

02 — M&A advisory · Germany

promerget GmbH

Role — Brand system, website
Year — 2025
01 — The brief

An M&A advisory for the German mid-market. Their clients are owners deciding who to trust with the sale of a company they spent a lifetime building — the design had to read as established from the first screen.

02 — The constraint

A young firm addressing an audience that reads confidence as longevity. Nothing in the visual language could look new, experimental, or like a startup.

03 — The decision

Restraint as the entire strategy — one typeface, one accent colour, generous space, and no decoration anywhere.

Rejected — The usual signals of ambition: gradients, motion, illustrated abstractions of dealmaking. Each one would have made the firm look like it was compensating.

04 — The build

Wordmark, a single-family type system, a narrow palette, document and deck templates, and the website — built so a page can be added without a design decision being made.

05 — What it does now

The firm presents to owners and investors on templates rather than one-off documents, and the visual language holds without a designer in the loop.

03 — Self-initiated

This website

Role — Structure, copy, design, build
Year — 2026
01 — The brief

My own portfolio, and the one case where the artefact is also the proof. The previous version listed everything I had ever made at the same level — concept art beside brand work beside tattoo design, with no hierarchy.

02 — The constraint

All of it was real work I was glad to have made. The problem was not quality. It was that someone looking to commission a website had no way to find the evidence that I build websites.

03 — The decision

Three tiers instead of one list — three projects in full, everything else reduced to a card, and the drawing and tattoo work moved into an Origin section that explains the craft instead of selling it.

Rejected — Deleting the fine-art work to look more like a web designer. It is the part that explains why the interfaces look the way they do; removing it would have made the site more focused and less convincing.

04 — The build

Rebuilt from the structure up: two peer service lines, three case studies on one template, a filtered work grid, and Origin as a causal sequence rather than a timeline.

05 — What it does now

A visitor can see what I do, what it would cost them in time, and what the work looks like — in that order, in under a minute.

Selected work

Everything else, filterable.

Tân Đức Veston

Tân Đức Veston

Logo and wordmark for a Vietnamese tailoring house.

Brand
Individual Journey

Individual Journey

Logo and visual identity for a travel brand.

Brand
Voyager AI — Investor deck

Voyager AI — Investor deck

Narrative, layout, and data slides, designed end to end.

Editorial
Individual Journey — Travel deck

Individual Journey — Travel deck

A fourteen-day itinerary as a multi-page hand-out.

Editorial
Individual Journey — Instagram

Individual Journey — Instagram

Feed design and content, built and run.

Social

Short-form video

Reel — shot, cut, and captioned.

Social

Short-form video

Reel — shot, cut, and captioned.

Social

Origin

Before the screen. Nothing here is for sale — it's the reason the rest works.

(01)

Drawing

Years of figure and value studies before a single screen — graphic design in Hue, then full-time training in concept art. Every piece still starts on paper.

What it gaveComposition, contrast, and the instinct for where the eye goes first. The same instinct that decides visual hierarchy in an interface.
Original character — concept design
Original character — concept design
Original character — mood & lighting
Original character — mood & lighting
Eye study — sketch to finish
Eye study — sketch to finish
Portrait — full process
Portrait — full process
Portrait — full process
Portrait — full process
Portrait — sketch to finish
Portrait — sketch to finish
Value study — grayscale pass
Value study — grayscale pass
(02)

Tattoo

Black-and-grey realism, fine-line florals, lettering. Client work on skin — one attempt, no undo, and the person has to live with the result.

What it gaveReading a brief the client cannot articulate, translating it into one permanent mark, and holding a steady hand under real pressure. Harder than any launch deadline.
Portrait — black & grey realism
Portrait — black & grey realism
Ocean — black & grey, lettering
Ocean — black & grey, lettering
Peonies — fine-line florals
Peonies — fine-line florals
Portrait — black & grey realism
Portrait — black & grey realism
Dragon — original design
Dragon — original design
(03)

Digital painting

Portrait studies and atmosphere work, carried from paper into Photoshop and Procreate — light, skin, and likeness.

What it gaveLight, depth, and restraint. Why a dark interface can feel calm instead of heavy.
Portrait study — soft light
Portrait study — soft light
Portrait study — colour & light
Portrait study — colour & light
Portrait study — grayscale
Portrait study — grayscale
Portrait study — grayscale
Portrait study — grayscale
(04)

Travel & content

One year from Hue to the Alps and back, writing and shooting for an audience that scrolls past most things.

What it gaveAn honest sense of how little attention anything gets, and how quickly a page has to earn it.
Hue
VN

Hue

Where I grew up. Home taught me to make a lot from little — to improvise, stay humble, and keep art close to daily life.

Tashkent
UZ

Tashkent

Patience as a craft. The blue geometry of the Silk Road taught me beauty is a form repeated by hand until it's right.

Moscow
RU

Moscow

A winter of no shortcuts — craft here is almost severe. A piece has to be flawless and still carry feeling.

Berlin
DE

Berlin

My favourite place in Europe — cold air in golden light. It taught me to ask why a thing exists before I draw it.

IT

Rome

Beauty here isn't added at the end — it's the starting condition. Rome reminded me design is warmth, not only function.

Sardinia
IT

Sardinia

Sea and stone, craft inherited and lived — the kind of light that resets how I see colour.

Dolomites
IT

Dolomites

The Alps — silence and scale. The oldest design there is, and a good place to set your opinions down.

Saigon
VN

Saigon

Home base now — where everything I gathered abroad comes back to the desk, between client work and my own sketchbook.

Passion first, then profession. In that order, and it matters.

How I work

I work alone, which means few projects and one person on yours from the first sitemap to the day it goes live.

01ScopeOne call. What it is, when it has to be live, what it can cost.
02StructureSitemap and content model before any visual work. Most projects fail here.
03DirectionOne direction, argued for. Not three options to choose from.
04BuildDesign and build in the same place, so what you approve is what ships.
05HandoverThe team edits it themselves afterwards. That's the point.
Ho Phuong Trinh
About

I'm a visual designer in Ho Chi Minh City. I work alone, which means I take few projects and stay on each one from the first sitemap to the day it goes live.

My background is fine art, not software. I studied graphic design in Hue and trained full-time in concept art, and I spent years drawing — and several more tattooing, client work on a surface where nothing can be corrected — before I designed a single screen. That's where the discipline comes from: decide once, decide well.

Most recently I built the visual identity for Voyager AI, a travel-tech company in Germany — the interface, the site, the social presence, and their first investor deck.

I take client projects worldwide, and I'm also open to design roles in Ho Chi Minh City or fully remote.

Based in
Ho Chi Minh City, Vietnam
Services
Websites · Brand systems
Tools
Figma · Photoshop · Illustrator · Procreate · CapCut
Languages
Vietnamese (native) · English (working)
Contact

Tell me what you're building
and when it has to be live.

Two sentences is enough to start.