02 /
What we design
Product design from research to shipped interface: user interviews and journey mapping to find where the real friction lives, prototypes tested before expensive code exists, and production UI designed hand-in-hand with the engineers who build it — because we are those engineers.
Design systems that keep product velocity high: tokens, components and accessibility baked in, documented in Figma and mirrored in code, so the tenth screen ships as consistently as the first.
03 /
Brand and the immersive web
Brand identity built for digital-first companies — logo systems, typography, motion language — and, where the story earns it, immersive web: real-time 3D scenes, WebGL and shader work, scroll-driven storytelling built with Three.js and GSAP. This very site is the working sample: cinematic, and still fast enough to score in the mid-90s on Lighthouse performance.
Motion is treated as engineering: every effect has a performance budget, a reduced-motion equivalent and a reason to exist. Spectacle that costs usability is spectacle we cut.
04 / Decrypted questions
Asked before every mission.
Do you design and also build, or hand off to developers?
Both live under one roof — designs are made by people who know exactly how they will be built, so nothing is lost in hand-off. If your own engineers build, we deliver specs, tokens and a design system they can execute precisely.
What does a design engagement look like?
Research first (1–2 weeks of interviews and audit), then rapid prototype cycles tested with real users, then production design running one sprint ahead of engineering. Fixed-scope audits and ongoing product design retainers both work.
Is an immersive 3D website bad for performance and SEO?
Only when built carelessly. Our approach gates heavy effects behind user input, prerenders every page to static HTML for crawlers, and holds Lighthouse scores in the 90s — this site is the proof.
Can you refresh our brand without breaking recognition?
Yes — evolution over revolution: we audit what carries equity (marks, colour, voice), modernise around it, and ship a system with rules your team can apply without us.