Avikshith Gokul, motion, interaction and much more design

Things I’ve made. Product film, CG photography, and interfaces that run live.

ClientProjectMonthYear

Motion, Interaction
& Much More Design ;)

Motion, Interaction and much more design ;)

Personal experiments across code, type, games, motion and 3D.

Motion, Interaction and much more design ;)

Built with Claude Code and Codex

Featured on Wall of Portfolios
Avikshith Gokul

Drag to orbit

About · Avikshith Gokul

I build experiences
that tell clear stories.

Avikshith Gokul

Ooty, India · working remotely

I work across motion, interaction and much more design. Graphic design taught me discipline and how to look closely. Motion taught me how an interface can explain itself through movement.

I design with intention. I use decoration only when it gives an interaction meaning, hierarchy or character. Most of what makes the work good happens before anything is drawn: asking the right questions, testing assumptions and documenting the decisions well enough for someone else to build them.

Where I have worked

  1. DailyObjects Motion Design Intern DailyObjects, Gurugram · Apr 2026 - Jun 2026 3D animation and product renders. The first time I worked inside a team rather than beside one.
  2. Pumproom Records Graphic Designer Pumproom LLP, remote · Jul 2025 - Sep 2026 House music. Social media, and every album cover the label put out. My first real client, and my first real revisions.
  3. Ctrl+House Album Cover Designer Ctrl+House · 2025 Three covers made for the label’s first releases.
Ch. OneQuestions

I ask a great many questions before I start, and I do not start until the answers stop changing. A brief that is still moving is not a brief. Clarity first, and everything after it is cheaper.

Ch. TwoResearch

Then the research decides what gets made. The method changes with the question: observation, conversation, mapping or play. It is finished only when it changes what the product becomes.

Ch. ThreePre‑production

The part everyone wants to skip is the part I refuse to. Before anything is produced, it is planned: what it has to say, how long it has, and where it could go wrong. Most of a project is decided here, while changing it still costs nothing.

Ch. FourEnough

Finished is when the next thing I could do would not add enough to be worth the time it costs. Knowing that point is a skill, and it is the one I work on hardest.

Available
Available now for internships
Based
Ooty, India · working remotely
Doing
Interaction design, motion design, 3D
Featured
Featured on Wall of Portfolios