

Apparel & Body-Based Design
Designing for bodies, production lines, and a print budget.
Illustration · Tattooing · Print Production · Brand Identity · Entrepreneurship
CONTEXT
Before I designed software, I designed for bodies. First as a tattoo artist, then with Ugly Apparel, a scholarship-funded clothing line I launched on Kickstarter. That’s where I learned how an image behaves on a curved surface, how line weight moves when the person wearing it moves, and how to make a design that survives production.
APPROACH
I worked for a swag company, designing apparel for corporate events, sports teams and merch tables. I learned the whole pipeline: separations, screens, substrates, inks, placement, and what each of those costs at volume.
Ugly Apparel started as a riff on that day job. It took the mechanics of decorating a shirt and turned them into the joke. It was also the first time I built something end to end: the concept, the drawings, production, fulfillment and the brand voice.
OUTCOME
Ugly Apparel taught me the business side. I priced products, managed vendors, kept manufacturing on schedule, and learned that a Kickstarter is a promise you have to deliver on.
I still work that way. My linework comes from tattooing, where every line is pressure and intent. My files come from the print shop: layered, separated and ready for production. And merch taught me that people handle and wear a design, so it has to hold up in their hands, not just on a screen.
RELATED WORK
The full collection.
Open to feedback sessions and UX collaboration
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◇ GET IN TOUCH
Let’s talk.
Happy to talk shop with anyone doing this work: critique, war stories, or how you got a room to agree on something.























