renato.design
I'm a professor of product design, former program chair and academic center director - much more about that on my CV.
This page is about a bunch of rough and running experimental applications for 3D modeling, simulation, rendering, writing, drawing, critique, soundscapes, and design intelligence - built entirely through conversation between me and an AI. I didn't type any lines of code. I wrote each line into existence.
Built through Iterative LLM Co-Authorship (ILCA) - a sustained dialogue where I set the goals, direct the aesthetics, test what emerges, and demand certain kinds of interaction while Claude handles the code. It writes, I poise my fingers over the edit buttons.
Science describes reality. Engineering gives us levers. Artists use these to give things shape and form and (other) meaning.
ILCA - the methodology, the risks, and what we gain and lose →
MoreThe Project
In February 2026 I began building apps, started a shared code library, began work on a design standards document, started a signing and distribution pipeline, and made a synthetic version of myself to keep track of the projects and the documentation. I wrote little of it myself, but I caused it all to be written.
The result is an ecosystem which might be without precedent for a solo practitioner: a growing cloud of applications, millions of lines of code written and in use. Each project has a music genre assigned that suggests its aesthetic personality - which helps “us” make choices about how each app should diverge from the others, even though only one of these apps makes music-like sound.
Our relationship is closer to a fussy designer directing the most skilled fabricator on Earth than a programmer using an autocomplete to debug a script. The fabricator has expertise I lack and a speed that everyone lacks. I have a vision that the fabricator cannot generate. Or maybe it just would not. There is a longer account of the methodology, the risks, and what we gain and lose.
Philosophy
Spontagenesis: finding form through directed accident. No app was fully specified before development began. It starts with a sticky note maybe three paragraphs long at most, then conversation becomes design method. I tell it to check project ideas and even names against things other people are doing to help ensure we are doing interesting and maybe new things. The software emerges from a design discourse between one man and all men - as invested into the LLMery of Claude.
DesignDoing: a fused state where deliberation and execution are as close to a single gesture as possible. Think-do-think-do-ThinkDo. When I am 3D modeling something in my studio, I don't really plan a render in the technical sense - I import a model and drop a material on it, I point my camera, I set my lights and I see what happens, and then I make an adjustment and try again. Rendering is an art that happens to lean on technologies, which happen sometimes to be built on science. It's not that different here, except my renderer is an LLM and I am not making grids of pixels but tools which use pixels as part of a toolset. To be fair, I am in far less direct control than I was of my modeler or rendering software, and I am dealing with a radically more powerful and dangerous and fraught “agent.”
Context
Professional creative tools are environments built over years by teams of programmers and mathematician-artists. This is just me and my li'l ol' supercomputers. Shucks. I mean, I haven't “shipped” a lot yet. Or even fully battle hardened any of it. But something I have learned so far that I hoped would be true: getting rid of the friction means I can almost competently learn about and practice doing something in many more fields than my non-AI self ever would or probably could. Maybe that's the Dunning-Kruger in me.
These apps, this cluster of components, are an argument about software design made by a human using software. What happens when a curious and determined designer with no programming ability but some domain expertise, strong aesthetic convictions, and a willingness not to sleep, directs an AI to build an entire creative practice in code? A bunch of applications so far, millions of lines, and an ecosystem that maintains, critiques, and extends itself.

gesture
post-hardcoreDraw-with-image, not prompt-to-image. A blank rectangle that waits for your first mark to dirty it up. hundreds of design terms, pressure-sensitive canvas, voice input. Every stroke commits you to something.
MoreGesture is a blank rectangle that waits for your first mark to dirty it up. It refines it, you move a slider and your mark gets darker or disappears, you make another mark and the LLM refines or extends it. Activate text or voice input and your verbal prompts subtly adjust the drawing - if the transfiguration slider is high enough. Make it quicker, make it hotter, it's too damned sharp and it's about to cut me - help!
My largest app by code line count, which means little to me other than the tokens I burned to make it. macOS native, pressure-sensitive tablet capable. It only has a few brushes, it's not meant to compete with the big kids (yet.) But it can draw and edit vector splines and Bezier handles for precise editing if you want them. It uses Core ML Stable Diffusion, was trained with a dozen or so vernacular packs (but you can extend by feeding it your own drawings.) You can capture images for exporting out all at once. And like all my apps, gesture has a rich Concordance panel in addition to full help and tooltips.
You draw. Your voice adds design vocabulary while your hands stay on the surface. The transfiguration slider controls how much the model transforms your marks - from a whisper of refinement to aggressive reimagining, capped at 0.85 because your hand should always be visible in the result. Pin what you like. Export the batch. Repeat until the drawing is smarter than you expected.
A figuration prompt overlay for direct prompt editing on canvas, a DisCursive bar with hundreds of design vocabulary terms across a dozen domains (elements, principles, edge character, composition, rendering, vernacular, affect), and voice input that listens while your hands stay on the surface. Say "aggressive contour, cross section, knife edge" and it knows what that means without asking a cloud. Everything runs on your machine.
Pencil, marker, chalk, pen, blueline annotation (visible to you, invisible to the model), eraser. Pressure-sensitive. Catmull-Rom interpolation. Spline editing with anchor points and Bezier handles for when the gesture needs precision.
IcarusMode pushes divergence to the ceiling. StrangerMode starts cold with no conditioning. HeartattaCk sets every parameter to maximum. DayspringMode is a Konami Code easter egg. You'll know when you find it.
Every commercial competitor, research paper, and breakthrough project that sits near something in this suite - one master bibliography, by subject and by app.
provoc
indie rock
Behavioral word processor. Watches how you write, not what. Chromatic affect, register intelligence and a seminar of literary voices.
A word processor that watches how you write - not what. It reads your keystrokes, your pauses, your pasted-in fragments and abandoned paragraphs. It responds through color shifts, typographic adjustments, and a voice grounded in writing pedagogy and classical rhetoric. provoc calls forth better composition by refusing to be neutral.
You write. provoc reads the behavioral telemetry - typing rhythm, pause duration, edit frequency, paste events. It infers a state. The state changes the room: background color drifts, typography tightens or loosens, the voice says something worth hearing or says nothing at all. The silence counts as a comment too.
Eight behavioral states inferred from keystroke patterns, never selected. TORRENT when you've been writing for twenty minutes straight. THE STALL when the cursor blinks without input. PASTE EVENT desaturates the interface for a breath. REVISION SPIRAL notices when you've edited the same paragraph four times in six minutes.
The Seminar: highlight a passage and summon dozens of readers. Each of your choices responds in four parts: reaction, principle, citation, and what is lost. That fourth part names what your original does that their position would sacrifice.
Register Intelligence: state your communicative intention. Not genre, but relational goal. provoc analyzes the gap between intended register and received tonality across multiple tensions.
classicery
cartridge roomsRooms in the spirit of foundational design software, 1963 to now - paint, layout, 3-D modeling, multimedia, word processors. Plus a theory wing read aloud, and a playground where you run the ideas yourself. No proprietary code.
acmetl
recovered directoryA recovered directory of US jewelry, metals, and CAD-CAM teaching programs - a dead Tyler School directory, pulled back from the Wayback Machine and brought current. Teacher to student, school to faculty. Open source.
SpeedCap
motorikA screen recorder that lives in the menu bar. Time-lapse collapses an afternoon into seconds; RealTime records at full speed with system audio, a microphone, or both in one track.
points
9-bit
A 3D modeling room for very beginner design students. Cubic Bézier curves, surface operations, zebra continuity reading, keyframe animation. The working fork of ALYUS - modern math under period chrome.
A 3D modeling room for beginning design students. A student draws one Bézier curve in the left view and watches a surface appear in the right, revolved or extruded or swept or lofted or built as a curve network, depending on which operation is set. The 3D view orbits on its own so nobody has to learn pan, orbit and dolly before they can see their own form.
The math is cubic Bézier - the same pen-tool curve any design student has already dragged a handle on - with none of the NURBS apparatus of knots and weights sitting on top of it. Add anchors, take them away, drag the handles, switch the operation, watch it rebuild. Every operation supports live thicken, and the offset runs along the true surface normal at every vertex so the wall stays perpendicular and the open ends cap themselves. Export writes real quad faces, not split triangles.
Two ways to author now live in the same room. CURVE is everything above: draw the profile, the surface follows. NDZ is a node-and-wire graph that gets there backwards, you wire it, it settles. There is no run button. It is the same kernel underneath, so a Revolve node is the surface builder and the OBJ that leaves is the same real quads.
points is dressed in 8-bit chrome - a phosphor-dark workstation palette, bitmap type, dithered shading and not one gradient. Period-correct to within about half a decade of the IRIS workstations that ran the original Alias/1. Those 8 bits are the museum. The 9th bit is the live curve, glowing full-saturation cyan-and-magenta against the period palette. It is the only place the present day shows up on screen.
Pgon
covers
A ball in a browser with brushes. Digital sculpting for the first week of a course - eight brushes on a real subdivision mesh, masking, symmetry that doubles as a pattern tool, remesh and retopology. Press and hold any control and it tells you what the same idea is called elsewhere. Built for iPad and Pencil, works offline.
Pgon is a digital sculpting toolset for teaching and learning. There is a smooth ball of polygons, you push them around. It is not for production work. It is small, simple, hopefully something you can wrap your head around, arranged so the ideas underneath stay visible and cascade.
It starts as a cage of quads. Subdivide the cage and every face becomes four, smoother, closer to the surface. The coarser cage is still underneath, still editable. Sculpt at a coarse level and the detail above follows. Sculpt fine detail at the top and it survives the trip back down and up again. That relationship, between a control mesh and the surface it produces, is most of what there is to learn here — which is why the mesh is a real one: strict Catmull-Clark, closed and manifold at every level.
Eventually the topology stops cooperating. Pull a horn out of a sphere and the quads stretch until they are no longer quads in any useful sense. Remesh rebuilds it all.
Press and hold any control and it says what it is in plain words, and what the same idea is called elsewhere. Built for iPad and Pencil in Safari. No login, free, and it keeps working with no connection once it has loaded.
LoAm
coversPick ground on a map, get a watertight STL of its terrain. Public 30 m elevation, cut to a rectangle, an ellipse, a curve you draw with a finger, or a real place border. Relief curve, recessed water, hollow shell, tiles keyed with tongue-and-groove seams, text on the underside or around the sides. Every export is checked closed before it is written.
MASQ
coversPaint a territory on a parametric head, get a printable mask. Fifty-one identities and ninety-three expressions - freeze the mask and watch the face move under it. Gap, wall and relief painted per vertex; a fold guard thins the wall before the offset passes through itself.
Smokey
sketch toolDraw a closed outline and it inflates into a solid. Cut it, round the rim, weld parts together, paint on it, export a .glb. The silhouette is an input to the mesher rather than something recovered afterwards, so a drawn square keeps its corners. Keeps your work through a crash and runs offline once installed.
glisten
sketch tool
Metaball-first sketch modeling in one browser tab. Drop soft primitives and move them together - they fuse like clay, raymarched from signed-distance fields, no topology. For early, unstructured form exploration.
Sketch with geometric abstractions, not curves or topology. Drop soft primitives into space, move them together and they fuse, by osmotic union, into blobjects. A metaball-first workshop for the early, unstructured phase of form-finding.
Every form in glisten is a signed distance function, raymarched together on a single quad and combined with a smooth minimum. There's no mesh while you work - just fields melting into one another. Add fuses two forms into one; Subtract carves. A per-form slider says how molten each joint reads; a global Blend multiplies them all at once.
Infill doesn't just hollow a part, it re-grows the inside as one continuous lattice: a gyroid, a Schwarz-P, an octet truss, or Voronoi foam, rounded cell-edge pipes with real open windows. Grade it dense and stiff at one end, open and soft at the other, the same trick a printed midsole uses. Filigree traces fine wire across a form's own surface — not a decal, it walks the actual distance field, so it bends and wraps wherever the body curves, and the readout counts total wire length, the same number a goldsmith would want.
Designo is an Italy-based alternate take on glisten, the same metaball engine reskinned as a radical-Italian workshop, with skeuomorphic faucet-knob controls and a shelf of procedural Italian marbles. Both install. Expect rough edges; it's released as research, not product.
Proceditaly
GhaliA field study of northern Italy, kept three ways - an essay pairing each form my tools generate with the real object that embodies it, a globe-to-street trip map, and 25 turnable 3-D field scans.
BayWaves
ambientOne week of recorded Chesapeake Bay weather - temperature, wind and wave height off Maryland - driving a living water surface. Swell down to ripples, day into night, stitched into a loop that drifts rather than repeating.
BeSides
album-art interactive suiteInteractive pieces built from records. Most take a famous post-punk sleeve at its word and lift what it concealed - a pulsar chart, a color cipher, a found sculpture. Six live now, one inventing a cover that never existed.
eschaton corpse
post-rock correspondenceTwo LLMs draw one continuous line, blind to each other. The handoff is the whole thing. Research notes from a workbench, not a product.
Quire
scheduling experimenttinkering with fragile schedules - direct-manipulation cascading change visualizer over an imagined design school's term, plus a triage that runs three plans for any disruption.
UnFinal
rough cutA video editor in a browser tab, built for iPad Pro as a Home Screen app. Cut, ripple, crop, track a point, ramp the speed, layer and mix, draw on it with the Pencil while it plays, export MP4 with sound. Functional enough to cut real work in, and never pretending to be finished.
Rendre
heavy metal
Drag a model, drop a material, render - the renderer you open before you can afford KeyShot.
A free WebGPU path tracer for product design visualization. Import a model (OBJ, STL, glTF/GLB, Rhino 3DM, 3MF, or an Alembic .abc clip, which plays back as animation) and it lands auto-scaled and framed. Drop one of hundreds of PBR materials on it and tune it in a live editor. Then render: a clean PNG up to 4K. Heavy models orbit as a light proxy and render at full resolution.
Six presets drop a whole rig of real lights around the model at once and dim the studio so they have room to read. Then pick each light's color and intensity after the render has finished, with no re-render. And it travels with the image. Every still can carry its own light data inside the saved PNG - drag that PNG back onto the viewport later, with no model, and a slim panel of on/off, color and intensity per light opens with it.
Drop a glass or gem material on a part and it doesn't fake refraction, it bends real rays through the surface, tints by thickness, and throws colored fire the way a cut diamond actually does. Metal doesn't have to throw a round highlight either: dial Aniso up and the same roughness value smears the gloss into a directional streak, the look of a lathe or a brushing wheel, not a photo of one. Marmo is stone with no photograph anywhere near it — the veining is computed on the surface itself, so it wraps a part with no seams and no UVs to unwrap first.
It needs WebGPU (Safari 26+ on Mac, or a current Chrome / Edge) and a real GPU. Free, no login, nothing leaves your machine.
Juxt
quiet comparison
Drop two images or two clips, drag the seam, see what’s actually different. A companion to Rendre, but it takes anything, from anywhere.
Drop two images, two clips, or a small batch of renders and a seam appears between them, draggable by hand. Video plays in sync on both sides. Wipe and blend cover the basic A/B; multi-seam splits up to six at once; blink flips between them at a rate you set; checkerboard tiles them together at a size you drag; diff heatmap is a real per-pixel readout of what changed, not a guess. Zoom in and drop a loupe to check a detail up close.
Cull & Rank is for the bigger pile: load a batch and it runs quick pairwise duels (left, right, or too close to call) converging on a ranked order using the same rating math a chess tournament uses to seed itself, far fewer comparisons than sorting a grid of near-duplicates by eye. Tinct, a separate wing, needs no photos at all: it generates color palettes across a range of harmony families and historical registers, renders them into honest contexts instead of bare swatch strips, and blind-tests them the same pairwise way.
Sweep the seam and export it as an actual video - the kind of thing that belongs in a crit deck, not a folder of loose stills - or everything as a zip. And save the whole session as one small .juxt file: every image loaded, the mode, the ranking, an optional note about what to look at. Drop it back into Juxt later, or hand it to someone else entirely — a student can turn one in, and an instructor opens it in Juxt and sees exactly what was being compared and why.
Juxt grew up alongside Rendre, a render queue can hand its output straight in, but it takes anything, from anywhere, and stands on its own. Nothing here uploads anywhere - it runs against whatever's loaded, in the tab, and stays there.
Unreason
post-rockA NURBS-based unproduct modeler. Curves, surfaces and solids with booleans, fillets and sweeps, subdivision surfaces beside them, and .3dm in and out, in one browser tab - pure mathematics attempting to express itself as material.
Deep WIP
early developmentDozens more apps still taking shape - from parametric shoe lasts to a dozen Rhino plugins to a satirical pitch-deck generator. Each one real, none of them ready for their own card yet.












