HollowField: a studio for design and code

Design and code, one studio.

A small studio for product design and front-end engineering. The people who draw your product are the people who ship it.

Write to us p. 14

Booking projects for early 2027

Issue 07 of Hollow Field on a riso blue table: a chartreuse cover with a blue halftone ring, oxblood and coral copies underneath, and a folding linen tester on top. The same copies of Issue 07 at night, in a warm pool of desk light on black stock.
Plate IIssue 07, as it came off the drum

What we do

Five departments, one team. Most projects use two or three of them, and every one of them is run by a designer and an engineer working side by side, from the first call to the last commit.

  1. 01

    Product design

    Research, flows and interface for apps people open every day. We test in a coded prototype by week two, not in slides.

    Discovery sprint · Prototype in code · Interface design

  2. 02

    Design systems

    Tokens, components and docs your team can ship with on Monday. Built on the same tokens in design and in code.

    Token pipeline · React library · Docs site

  3. 03

    Front-end engineering

    Production React and TypeScript, accessible to WCAG 2.2 AA, tested, documented and handed over in your repo.

    React and Next.js · Accessibility audit · Performance budget

  4. 04

    Websites

    Marketing sites with a CMS your team edits without calling us. Fast on a mid-range phone, not only on our laptops.

    Art direction · Headless CMS · Launch support

  5. 05

    3D and motion

    Product renders, WebGL scenes and motion rules made for the browser, with a still version for anyone who turns motion off.

    WebGL scenes · Motion system · Product renders

Four projects

Open a feature to read it. Every client in this issue is a fictional placeholder; replace them with yours.

Look closer.

We proof every page twice: on paper with a linen tester, and in the browser with an accessibility audit. Pick up the loupe and check our dots.

Plate
Magnification
Under the lens
Fig. 04, the halftone ring
Ink
Riso orange on uncoated stock
Screen
Dots at 45°, slightly out of register
Position
x 214 mm · y 64 mm

Drag the loupe, or focus it and use the arrow keys. Shift moves it further.

The Work spread of Issue 07 as printed: a riso blue left page with a giant 04, and a paper right page with an orange halftone ring labelled Fig. 04.
Plate IIThe Work spread, pp. 04–05, as printedTwo drums, one pass each

How a project runs

  1. Week 1

    01Listen

    Two days with your team and, where we can, your users. We read the support inbox before we draw anything.

    You get a one-page brief we both sign.

  2. Weeks 2 to 3

    02Frame

    Flows and a clickable prototype built in code. You test the real thing early, on your own phone.

    You get a prototype link and a scope we can price.

  3. Weeks 4 to 10

    03Build

    Design and engineering ship together in weekly slices. Every Friday you get a working link, not a status deck.

    You get a staging site that grows each week.

  4. Weeks 11 to 12

    04Harden

    Accessibility audit against WCAG 2.2 AA, a performance budget, the edge cases nobody drew, and the docs.

    You get an audit report with every issue closed or logged.

  5. Then

    05Hand over

    Your repo, your design system and a recorded walkthrough. We stay on call for a month after launch.

    You get the keys, and a team that can use them.

Copies of Issue 07 on the studio desk in window light, the folding linen tester resting on the cover.
Plate IIIBack from the printer, on the studio table

Small on purpose.

Every project has a designer and an engineer from the first call to the last commit. We take three projects at a time, so the people you meet are the people who do the work.

  1. One team, no hand-off. Designers commit code. Engineers sit in critiques.
  2. Real things early. A prototype in the browser beats a perfect mockup.
  3. You keep the keys. Repo, tokens and docs are yours from day one.

The studio, Issue 07

Masthead

Design director
Rina KusumaInterfaces, type, saying no to the fifth button.
Engineering lead
Theo MarshReact, build tooling, accessibility testing.
Design engineer
Ade PrasetyoDesign systems, tokens, the space between Figma and code.
Motion and 3D
Lea BrandtWebGL, product renders, motion rules.
Producer
Noor HaddadScope, schedule, and the Friday link.
Systems engineer
Jun ParkAPIs, data, the parts nobody sees.

Write to the studio.

Tell us what you are making. Fill in the coupon, or write to us directly.

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Budget

What it is, who it is for, and when you would like to launch.

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