Selected work
Things
that move
Drag, scroll or throw it. Six projects.
Motion & interaction design — est. 2019
We design the three seconds a product is remembered for. Interfaces that move with intent, and never for decoration.
Most interfaces move because a library made it easy. We move things because the eye needs to be told where to look, and in what order.
Selected work
Drag, scroll or throw it. Six projects.
Brand system and launch film for a sleep technology company.
Trading terminal. Density without noise, motion as hierarchy.
Generative identity that responds to live ocean data.
Satellite operations dashboard for a launch provider.
Audio workstation. Every control animated to its own rhythm.
Colour tooling for design systems at scale.
Craft
An animation is judged on when it starts and how long it lasts, far more than on the curve between. Most motion fails because it is simply too slow.
What moves first is what matters most. Stagger is not decoration — it is the order you want the eye to read in, made visible.
If a user can reach a control mid-animation, the animation must yield. Motion that blocks input is motion that will be resented.
Transform and opacity, nothing else, on a compositor layer that exists only while it is needed. Beautiful at 24fps is not beautiful.
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