There is no form, no discovery package and no sales call. You write, we read it properly, and we come back with what we actually think — including whether we are the right people for it.
This is the part before any building starts — the part nobody describes, and the part you are actually deciding on.
01
You write, in your own words
Whatever state the idea is in. A paragraph is enough, and a long document is fine too — we would rather read what you actually think than a version of it tidied up for us. If there is an existing product, a repo or a design file, send it.
02
We read it and come back with questions
Usually about the part you did not write down. Most briefs contain two products and a wish, and the useful conversation is about which one you actually want and what the hard part really is — often not the part that feels hardest.
03
We both decide whether this is a good fit
Openly, and early. If it is something we want to build, we will say so plainly. If it is not, we will tell you that instead of quoting a number high enough to make it go away — and where we can, we will say what kind of team would suit it better.
04
We come back with the version that can ship
What it does, what it deliberately does not, where the risk sits and what we would prove first. This is the step where we tell you what to cut, which is the least flattering part of working with us and the one that decides whether a first release is any good.
05
Then the actual work
Definition, design, artwork, the app, the backend, the store listing and the releases after it. The whole arc, by the same people. The six steps below are what that actually looks like.
How a project runs
From the first argument to the fifth release
The sequence is the opinion. Anyone can list the same activities; the order is what stops a product being designed twice.
1Work out what it actually is
2Prove the risky part on a real phone
3Decide what is in the first version
4Draw it: identity, screens, illustration
5Build it, including the parts with no screen
6Get it out, then answer the launch
01
Work out what it actually is
Most briefs contain two products and a wish. We take yours apart, argue about the scope, and come back with the version that can ship: what it does, what it deliberately does not, and where the hard part actually sits.
02
Prove the risky part on a real phone
Not a clickable prototype. The actual difficult path, running on hardware, in the first fortnight. Camera to model to structured result. Scan to redirect chain to verdict. If that does not hold up, every screen drawn around it was decoration.
03
Decide what is in the first version
This is the step where we tell you what to cut, and it is the least flattering thing on this page. A first release that does a few things properly beats one that does everything approximately, and the difference is decided here rather than discovered in review.
04
Draw it: identity, screens, illustration
Icons, a wordmark for each theme, the screens and the way they move, and the artwork that stops a product looking like five products. Drawn against real output and real strings, with the empty, offline, refused and failed states treated as part of the work.
05
Build it, including the parts with no screen
Keys behind a server rather than in the client. Deny-by-default rules. A deadline on every call. Quota and entitlements enforced somewhere the user cannot reach. This is the half nobody demos and the half that decides whether the thing survives contact.
06
Get it out, then answer the launch
Listing, screenshots, the Data Safety answers, privacy and support pages at real URLs, staged rollout — then the crash reports, the drop-offs, and the release that responds to them. A launch is a hypothesis.
How we choose
We take on work we want to build
For a long time the answer to any project was yes. It is a reasonable way to start and a bad way to continue: work you are indifferent to comes out indifferent, and everybody involved can feel it.
So now we pick. Not by budget or by industry, but by whether the problem is one we want to spend months inside — because that is the difference between a product someone built and a product someone cared about, and it shows in the parts nobody is paying attention to.
The useful part for you is that we say this at the start rather than after a contract. You will get a straight answer early, and if we take it on, you have someone who wanted the problem in the first place.
Work you are indifferent to comes out indifferent, and everybody can feel it.
Fit
Where we help, and where we do not
Worth knowing before you spend time writing. Neither list is a judgement about the work — they are what one team doing the whole of something is structurally good and bad at.
Where we are worth having
A product that has to exist end to end, rather than a slice handed to someone else to finish
A hard part with real failure modes — a model, a device constraint, a protocol, something that can be wrong in ways you have to design for
Work where the empty, offline, refused and failed states matter as much as the happy path
A first release that has to be small and properly finished rather than large and approximate
Design and engineering decided together, because the same people are doing both
Where we are the wrong choice
Work that needs to start next week — considered scoping takes longer than that, and skipping it is how a first version goes wrong
A fixed feature list that is not open to being argued with; the argument is most of the value
Staff augmentation — dropping into an existing team as extra hands under someone else's plan
Anything needing a large parallel team, staffed at short notice
A project nobody involved is interested in, including us
Before you write
What is useful in a first email
None of it is required — a couple of sentences is a perfectly good start, and we would rather hear the idea early than a polished version of it late. These just save a round trip.
What it is, in a sentence
The version you would say out loud to a friend, before it gets formalised. If you cannot get it into a sentence yet, say that — working out what it actually is happens to be the first thing we do anyway.
Who it is for, and what they do today
Whatever they currently use instead, even if the answer is a spreadsheet or nothing at all. What people already put up with tells you more about a product than a feature list does.
What already exists
A running app, a half-finished build, designs, a repo, a research document. Nothing is too rough, and an honest description of what state it is really in is more useful than a tidied one.
Any hard constraint
A date that genuinely cannot move, a platform you are committed to, a regulation you are inside, a budget shape. Constraints make the answer more useful, not less — they are what a realistic first version gets designed around.
Start here
Send us the idea
One email, read by the people who would build it. Tell us what you are trying to make and we will tell you what we honestly think.