Works from the print outwards. Starts with what a garment can carry — one strong mark, heavy type, no decoration that dies in the wash. Comfortable with tight print budgets and separations, which is why this mark ends up on most of the merch runs.
Our team05 marks
Everyone at Mucho works under a mark, not a name. The mark goes on the work and under the post; the reputation belongs to the studio. It keeps the standard the same no matter who sits at the file, and it means you are never waiting on one person's calendar.
Which mark takes on a project is our call, based on what the work needs. Every project is directed and signed off by the creative director before it leaves.
Thinks in campaigns rather than covers. Starts from the music and the artist’s own references, then builds a set of rules — type, colour, texture — that survives from a single cover to a full tour. Most of the artist identity work runs through this mark.
Comes from image-making: shoots, treatments and motion. Good at translating one strong visual idea into every format a campaign needs, from a billboard to a nine-second vertical, without it falling apart on the way down.
The typographic hand of the studio. Custom lettering, logotypes and the kind of layout work that looks obvious afterwards. Often the one who takes a rough idea from another mark and gives it its final tension.
Renders, treatments and animation. Comes in when an idea needs an object, a space or a loop that does not exist yet. Also the mark behind most of the moving work on socials.
Our promise07 things
Anyone can say they care. These are the things we hold ourselves to, written down so you can hold us to them as well.
The work has to survive the room.
A shirt has to look good on a body, not on a mockup. A line-up poster has to be readable at three in the morning, from across a dark room, on a phone screen. We design for where the thing actually ends up.
Never one designer.
Mucho is Spanish for many. You do not get one freelancer with one trick and one style. You get a crew, and the one whose hand fits the job gets the job.
Nothing leaves without passing one pair of eyes.
Every project is directed and signed off by the creative director before you see it. That is what keeps the standard the same, no matter whose mark is on it.
We answer in two working days.
Not eventually. Not when it suits us. Two working days, and if the answer is no, you get that fast too.
A deadline is part of the design.
A drop has a date. A tour has a date. Work that arrives late is work that failed, however good it looks.
You own the work. We own how we made it.
You get everything you need to use it, everywhere it was made for. The layered files and the method stay with us — that is the craft, and it is not for sale by accident.
We say it when something is a bad idea.
You are not paying us to agree. If a brief is going to cost you money or credibility, you will hear it before we start, not after.
Our promise