For four years I owned ByteNite's full visual surface: product UI in Figma, the marketing site and brand system, custom illustrations, and motion design for launches. The throughline is the same as everything else I build, making something technical feel considered, calm, and easy to trust.
I designed two major iterations of ByteNite's developer console in Figma. The v2 layout introduced clear primitives for data sources, job templates, and the full interaction model: empty states, errors, loading and success. The v3 redesign rebuilt the experience around a Jobs-first dashboard, with cleaner information hierarchy on job detail views and a calmer color system. I built and maintained the shadCN-based component library, specified component states and tokens, and partnered with frontend on every handoff.
I designed all of ByteNite's public-facing surfaces: the marketing site (feature cards, collection lists, navigation patterns), the pitch deck used to raise $1.2M and graduate from Techstars, and the broader brand system, including typography, color palette, and visual voice. The goal was always the same: make a deeply technical product feel inviting without dumbing it down.
I produced original illustrations and motion design for the ByteNite site: layered isometric scenes animated on scroll, micro-interactions for navbar, menu, and primary buttons, and the launch video for our Product Hunt debut. Built in Adobe Illustrator, After Effects, and Premiere Pro. Small details everywhere, because they're what make any product, technical or not, appealing to humans.
A walk through pieces I designed and produced myself at ByteNite: Figma console iterations, marketing illustrations, and launch motion. All work below was made personally, hands on the file.