Pitch
Design pitch process is where most projects are quietly won or lost — long before any visual work begins. We’ve spent twenty years watching good briefs collapse under vague expectations, misaligned goals, and the false assumption that both sides are speaking the same language. Getting the design pitch process right isn’t a formality; it’s the actual work.
Want to invite us for a pitch? Why don’t you rather invite me for a coffee? See, it is supposed to be a love-love relationship, not love-hate to begin with.
It seems easiest for some clients to get ideas and not pay for them (or give small compensation for the trouble). But here is the thing: who can create something good without a serious discussion? It is like buying a lottery ticket. Meaning that a particular client will receive and select something where he is not even involved in the process.
Pitch is a bitch from the advertising world.
Even for advertising, this must be a bad start (even if they are used to it), but in the design world, the lottery aspect will stick with you for years to come. Are you sure this is a good way to do something new?
Let’s rather have a coffee or two. We will discuss the project, and we will get excited. It can become a great love story.
What the Design Pitch Process Gets Wrong by Default
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The highest award for a designer: finished work, payment, and client bragging
Designer success metrics are rarely what the industry tells you they are. We've delivered 128 projects across two decades, and the measure that holds is deceptively simple: the work is out in the world, the payment landed, and the client is doing your marketing for you. Those three moments, in sequence, define whether a project actually succeeded.
Hell Yes
Hell yes creative approach is how we decide what to make — and what to walk away from. If a project doesn't produce that immediate, visceral pull, we don't take it. That filter, applied consistently since 2004, is the reason our work holds together as a body rather than a portfolio of compromises.
Do What You Don’t Know
Do what you don't know — this is the only instruction we've ever given ourselves that consistently produced something worth keeping. Doing what you know is maintenance; it sharpens the tool but never changes the hand that holds it. We've built 25 years of work, 128 projects, and every award worth mentioning by leaning into the thing we hadn't yet figured out how to do.
What are you buying with a designer?
What you buy with a designer is rarely what appears on the invoice. The file is the last thing — what precedes it is accumulated judgment, pattern recognition sharpened across decades, and the discipline to reject work that almost works. We've built 81 logos and won over 80 awards not by delivering what clients asked for, but by understanding what they actually needed.
The Worst Kind of Project
Unrealized design projects are, without question, the worst thing that happens to a studio. Not the difficult client. Not the impossible brief. The work you believed in completely — refined, presented, defended — that simply never saw the light. We've built 81 logos and collected over 80 awards, and still, it's the unrealized design projects that occupy the most space in the room.
There Is Only One Right Way to Publicly Commission Design
Public design commissioning is not a matter of preference — there is a right way and everything else. We've worked through enough flawed briefs, misaligned procurement structures, and well-meaning but broken processes to know exactly where the public commissioning of design goes wrong, and what it looks like when it doesn't.
Know Your Duty, Poet
It doesn't matter how much I design, win, or fail. There is always the possibility that I could have somehow made more. Pushed myself further. Finished that personal project. Made more art. Helped more brands.
Deadlines
Design project deadlines are not the enemy of good work — they are the condition that makes good work possible. We've delivered over 128 projects across two decades, and the deadline has never once been optional. What changes is how seriously you treat it as a design constraint rather than an administrative inconvenience.