Fast, never generic.
Marketing is the expensive part of a product, so I build it into the process: the experience has to hold people and make them tell others. I move fast, and the direction, the eye and the decisions are always mine.
- 01
An itch
Everything starts with a real problem, mine or someone close to me. Before designing, I understand who lives with that problem and what would make them want to tell others about the solution.
- 02
Plan
I turn the problem into a plan: I map flows, research references and set the direction before placing a single pixel.
- 03
Design & build
I design in Figma and build in code, with games and mobile apps in mind: everything moves, responds instantly and feels light. Every detail goes through my eye.
- 04
Launch
I test on my own machine, check every screen, and only then publish. I start with a waiting page and a demo, and launch after testing.
Sells itself
001A product has to be good enough to sell itself.
Games as reference
002I take references from games, not from other products.
Fluidity
003Fluid, light, intuitive. If it feels stiff, I redo it.
Measure
004I measure before I claim, and ship only what I've seen work.
Design & motion
- Figma
- Lottie
AI & build
- Claude
- ChatGPT
Hosting & code
- Vercel
- GitHub
Growth & paywalls
- Superwall
- Mixpanel
Collaboration
- Slack
- Jira
- Asana
- Google Calendar