One person.
The whole build.
I build the whole thing myself: the site, the CRM behind it, and the automation that keeps it running. Most studios pass your project between a designer, a developer, and someone managing the account. I'd rather own all of it, so nothing falls through the gaps between them.
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Six years, four disciplines — pointed at your problem.
Most builders know one layer. The advantage here is the overlap: design sense from games, system thinking from full-stack, prioritization from product, and clarity from PR.
Game design
Systems that have to feel good to use. Loops, states, and feedback — the discipline behind interfaces people actually enjoy.
Full-stack dev
Front to back: interface, data model, integrations, deployment. The whole pipe, owned by one person.
Product
Knowing what to build and what to cut. Your budget goes to the parts that move the needle.
PR & comms
Messaging that lands. Your site says the right thing to the right person, in plain language.
Direct, close, and end to end.
No account managers, no relay. You talk to the person doing the work — every step.
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01
Understand the real problem
We talk through what's actually breaking — the disconnected tools, the manual admin — not a feature wishlist.
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02
Design the system, not the page
Site, CRM, and automation get planned as one. The data model comes first so nothing has to be re-bolted later.
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03
Build & wire it myself
Interface, logic, integrations, automations — all built by the same head, so the pieces actually fit.
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04
Hand it over & keep it running
You get a system you own and understand — and a direct line to the person who built it when it needs to grow.