Design Engineer
I design and build complex products that feel effortless. 7+ years in product design, now shipping full products solo with code, most recently Ditther, an image-editing platform I built end to end. I ship real code with Cursor and Claude Code, with deep expertise in UI animation and interaction design.
Solo-built a creative editing platform from design to deployment, shipping 50+ features and growing to 100+ daily active users with 25+ paying customers.
Led product design for perpetuals, options, staking, and wallets—simplifying complex trading workflows at protocol scale ($5B+ volume).
Designed web, mobile, and TV experiences, including a login redesign that increased power-user retention by 113%.
Early career building consumer products across edtech, e-commerce, and coworking—improving conversion, retention, and creative experiences.
Product strategy, design, frontend engineering, authentication, payments, and deployment—all shipped solo.
Designed and engineered a product video editor with pre built animations, timelines, transitions, and one click exports, helping founders create launch videos in minutes..
Open to founding design / design engineering roles and interesting freelance builds.
What started as a one-evening experiment slowly became a browser-based creative tool with paying customers. This isn't the highlight reel—it's the decisions, mistakes, and product lessons that shaped Ditther.
Can one click turn an ordinary photo into something that feels more like art?
The first version had one dither effect. No export. No presets. No real interface. I just wanted to know whether the effect was worth building.
Watching people use Ditther completely changed the roadmap.
Nobody started by tweaking sliders. They kept pressing Remix until something surprised them.
That single observation changed the entire experience. Exploration became more important than precision.
One thing always bothered me. The LEGO effect technically worked. But it never actually looked like LEGO bricks.
I rebuilt it from scratch. Rounded studs. Better lighting. Better proportions. It finally felt believable.
Every release taught me something.
Presets became more important than sliders. Backgrounds became more important than filters. Live preview became more important than settings.
The roadmap slowly stopped being my ideas and became a reflection of how people actually created images.
Users explored first. So discovery became the primary workflow.
Creative tools should feel immediate. Waiting breaks experimentation.
Starting from something good is easier than starting from nothing.
No installs. No downloads. Open a tab and start creating.
Major releases
Features shipped
Daily active users
Paying customers
I started by designing controls. I ended up designing exploration.
Every major feature—Remix, Presets, Backgrounds, Live Preview—came from watching people create instead of following an initial roadmap.
The biggest lesson wasn't how to build an image editor. It was learning that the fastest way to improve a product is to ship, observe real behaviour, and let users rewrite your assumptions.
Landing pages, concept work, and visual explorations from the last few months.
Motion details, hover states, and interaction moments from recent builds.