Six disciplines,one room.
Strategy, design and production sit together, so a motion idea can be tested the afternoon it is drawn and a 3D scene is built by the people who art-directed it.
What we make.
Most projects use three or four of these together. Each one is run by the people who design it, not handed to a production team afterwards.
Brand Systems
We build identities as systems with defined behaviour rather than as a set of files. That means a type system with a stated job for every weight, a colour system with contrast already solved, a grid that survives the formats nobody briefed, and documentation written for the people who will use it under deadline.
- Positioning and narrative
- Identity and mark design
- Type and colour systems
- Brand book and governance
Digital Products
Interface work designed against real data and real states, not tidy placeholder content. We ship component libraries with density rules, accessibility built in rather than audited later, and prototypes that answer the specific question the team is stuck on.
- Product and interface design
- Design systems and component libraries
- Interactive prototypes
- Front-end direction and hand-off
Motion & Film
Motion is part of the identity, not decoration applied to it. We define how a brand accelerates, how it rests, what it does on a state change, and how long it is allowed to take — then build the sequences and the templates that let a team reproduce it without us.
- Motion language and principles
- Title and brand sequences
- Product and campaign film
- Editable toolkits for in-house teams
3D & Real-Time
We model, light and art-direct in 3D, and we build the real-time versions ourselves. Scenes are budgeted before they are built — polygon counts, texture weight, scene payload, frame time on mid-range hardware — and every scene ships with a designed fallback.
- Product modelling and look development
- Real-time WebGL scenes
- Runtime environments and materials
- Performance budgets and fallback design
Campaigns
Campaign work that is built as a system so regional teams can extend it without diluting it. We direct the shoot, design the editorial, and hand over a kit with enough structure to survive translation and enough room to stay alive.
- Campaign platform and art direction
- Photography and film direction
- Editorial and print design
- Rollout kits and asset libraries
Experiential & Spatial
Identity work at architectural scale, designed against sightlines, walking speed, lighting conditions and fabrication tolerances. We work in fabrication drawings as well as artwork, and we test signage at the distance it will actually be read.
- Wayfinding and signage systems
- Environmental graphics
- Exhibition and retail environments
- Fabrication drawings and sign manuals
Four phases, no surprises.
Timings are the ones we quote. If a phase is going to run over, you hear it in that week rather than at the end of it.
Frame
2–3 weeksWe establish what the work has to do, who decides, and what would make it fail. Nothing is designed in this phase, which is why the rest of the project moves.
Shape
3–5 weeksTwo or three genuinely different directions, each taken far enough to judge. We show the hard applications first — the smallest, the busiest, the one in motion.
Build
6–12 weeksThe chosen direction becomes a system: type, colour, grid, motion, 3D, components and documentation, produced by the team that designed it.
Hand over
2–4 weeksFiles, templates, source and a working session with the people who will run it. We stay on call for the first release rather than disappearing at delivery.