Opening
A portfolio story - Bengaluru, India

The Tale
of an Artist

Not your typical designer. Most designers can create screens. Some can create experiences. A few can tell stories. I spend my days doing all three.

I am an illustrator who became a designer. A designer who learned to think like a storyteller. A storyteller obsessed with crafting experiences people remember.

Scroll to read the story
Designer at work
Final Chapter
*
The answer, before the question

Why Hire Me?

I'm an artist-turned-designer who brings craft, clarity, and original thinking to every build. I care deeply about how things look, how they work, and how they make people feel - which means I don't just design screens, I shape experiences people remember.

"I use technology to move faster, but I trust my hands to make the work matter."
Art DirectionExperience DesignMotion SystemsFigmaAI-Assisted Workflows
06+
Years of practice
18+
Projects shipped
Multi-
disciplinary
Art - Design - Motion
End-to-
end
Concept to craft
01

Artist's Eye

I notice tone, balance, rhythm, and detail instinctively - which helps me create work that feels intentional, not assembled.

02

Designer's Structure

I turn ideas into clear systems, thoughtful interfaces, and experiences that are both expressive and easy to use.

03

Builder's Mindset

I think beyond static visuals and care about how things come to life - in motion, in interaction, and in the real product.

04

Curiosity That Compounds

I keep learning - through art, design, workshops, reading, and experimentation - so the work keeps getting deeper.

Workspace
Opening Scene
Why working with me is fun

It starts with a single line.

No destination. No blueprint. Just curiosity.

As you scroll, the line begins collecting little pieces of my world - a coffee cup that's probably still warm, a well-used pencil, a notebook filled with half-finished ideas, a paintbrush with dried colours, and the laptop where most of those ideas eventually come to life.

One continuous stroke. Different tools. One way of thinking.

"Somewhere between UX, illustration, motion, and storytelling is where I do my best work."

Because I've never believed design is just about making things look good. It's about making people feel something, understand something, or smile for a second without realising why.

And yes - a really good cup of coffee has been responsible for more design decisions than I'd like to admit.

Welcome to my little corner of the internet. I'm glad you're here.

Chapter One
1
Chapter One - The beginning

The Child Who Drew Everything

Before I knew what design was, I just knew I liked making things.

The margins of my notebooks were never empty. Every blank page became a place to sketch, invent, or tell a story. Animated films weren't just something I watched - I paused them, replayed them, wondering how a single drawing could suddenly feel alive.

Creating wasn't a hobby. It was simply how I made sense of the world.

As the years passed, the doodles became cleaner. The ideas became clearer. Curiosity slowly found direction.

The same hands that once filled notebooks with imaginary characters began designing products people could use, illustrating stories people could connect with, and crafting experiences that solved real problems.

The tools changed. The reason never did.

I still start with a blank page. The only difference is that now, I know where the lines are leading.

Age 6-8 years old
Period Around 2001-2004
Drawing 1
Drawing 2
Drawing 3
Wide childhood
Chapter Two
2
Chapter Two - The turning point

Discovering Design

For a long time, I believed good design was about creating something people would stop and admire. Then I discovered something even more interesting.

The best designs are often the ones people don't notice at all. They simply make life easier.

Sketches became wireframes. Illustrations became user journeys. Every question shifted from "Does this look good?" to "Does this make sense?"

"Art taught me how to feel the work; design taught me how to make it function."

I found myself asking different questions. What is the user trying to do? Where might they get stuck? How can one small interaction make the entire experience feel effortless?

I wasn't leaving art behind. I was giving it direction.

Influences Good design, visual systems, thoughtful creators
Medium Pencil, paper, sketch pens - anything within reach
Pencil tools
Colour studies
Chapter Three
3
Chapter Three - The practice

Building Worlds

People often ask me whether I'm an illustrator, an animator, or a product designer. The answer is - yes.

I've never seen creativity as a collection of separate disciplines. To me, they're simply different ways of solving different problems.

Sometimes a story needs an illustration. Sometimes it needs motion. Sometimes it needs a thoughtful interface that quietly guides someone from confusion to clarity. The medium changes. The intention doesn't.

Illustration sharpens observation. Animation teaches rhythm and timing. UX builds empathy. Product design brings structure. Storytelling gives every decision meaning. Over time, those roles stopped competing for space. They started working together.

"Titles don't build great experiences. Curiosity, craft, and a willingness to solve problems do."

And that's the role I enjoy most - Creative Problem Solver.

Building Worlds
Chapter Four
4
Chapter Four - The collaborations

The People Who Shape My Thinking

For a long time, I thought my best ideas came from sitting quietly with a notebook. Turns out, they usually begin somewhere else.

In conversations that wandered for hours. Over shared meals where everyone had a different perspective. During long walks, spontaneous road trips, movie nights, and the kind of laughter that makes time disappear.

The people around me have always challenged the way I think. They've taught me to listen before I solve, to stay curious, and to remember that every person experiences the world a little differently.

"Good design isn't built in isolation. It's shaped by the stories we hear, the people we meet, and the empathy we carry into every decision."

That's probably why I enjoy designing for people so much. Every interface, every illustration, every interaction begins with the same question: What does this feel like for someone on the other side?

Friends
Movie night
Walking
Chapter Five
5
Chapter Five - The process

Coffee & Curiosity

Every project starts the same way. Not with perfect ideas. With questions.

A notebook opens. A few rough sketches appear. One thought leads to another. Somewhere along the way, a fresh cup of coffee quietly finds its place beside them.

I've learned not to chase inspiration. I chase curiosity instead. The best ideas usually arrive after asking one more question, exploring one more possibility, or looking at the problem from a different angle.

Coffee just happens to be there for most of it.

Some cups end with a new illustration. Some become prototypes. Some grow into products that thousands of people use.

"The process is never perfectly linear. But it always begins the same way - with curiosity."
Coffee workspace
Coffee 1
Coffee 2
Coffee 3
Chapter Six
6
Chapter Six - Current obsession

Mythology

Lately, you'll usually find me lost in ancient stories. Not because they belong to the past. Because they still have something to teach us.

Mythology is full of patterns - heroes with impossible choices, symbols that carry generations of meaning, and worlds built so thoughtfully that people still remember them thousands of years later.

The more I read, the more I notice the similarities between storytelling and design. Both begin with understanding people. Both rely on emotion, structure, and intention. Both ask the same question: How do you create something people will remember?

"I don't read mythology to recreate old stories. I read it to understand timeless ones."

Because inspiration isn't always about finding something new. Sometimes it's about discovering that the oldest stories still have the newest ideas.

Krishna
Mythology book
Lofi cafe
Chapter Seven
7
Chapter Seven - The creative process

How Ideas Connect

People often imagine creativity as a lightning bolt. For me, it's more like a conversation.

A sketch reminds me of a story. A story sparks a question. Research challenges an assumption. An animation reveals a better interaction. One idea quietly leads to another.

By the time a project reaches the screen, it's carrying pieces of everything that came before it.

Illustration teaches me to simplify.
Animation teaches me timing.
Research teaches me to listen.
Systems thinking teaches me to create order.
Empathy reminds me who I'm designing for.
"Good design rarely comes from a single brilliant thought. It comes from connecting many small ones."
Moodboard
Chapter Eight
8
Chapter Eight - The portfolio

The Work

Projects aren't cards. They're places. Each one taught something. Each one left a mark.

UI/UX - Brand
01 - Trove

A digital collectibles platform. The design challenge wasn't the UI - it was building a visual language for ownership. Defining what "yours" feels like on a screen took longer than the entire component library. Returned in 2025 for a V2 pass; cleaner system, better handoff.

Interaction - Data Viz
02 - ArjiMap

Civic data mapping for real people. Shipped in two weeks, taught me more about information hierarchy in a fortnight than months of prior work. The kind of project that recalibrates what "fast and right" actually means.

Motion - UI/UX
03 - LevelUp

Gamified learning. The restraint was the whole job. Keeping the motivational energy without the noise took three rounds of scope-cutting. The client loved it. I see the seams. That's probably fine.

Brand - UI
04 - Limson

A branding and interface project where the brief kept expanding. Learned to push back earlier. The final output was tighter than it would have been if I'd said yes to everything, and the client relationship was better for the honesty.

UX - Healthcare
05 - CollabCare

Healthcare coordination for distributed teams. The UX had to be invisible - no friction, no ambiguity, nothing clever. The most restrained work of the period and probably the most consequential. Stakes change how you design. They should.

more
More work on request
The next chapter
The next chapter

Every story leaves
a line unfinished.

This one does too.

The same line that sketched a curious child, wandered through notebooks, discovered design, built products, collected stories, chased ideas over coffee, and found inspiration in unexpected places - keeps going.

Because the best projects are never created alone. They're built through conversations, collaboration, and a shared curiosity to make something a little better than it was yesterday.

"Let's create something worth telling stories about."
Bengaluru, IndiaOpen to global opportunities2025