Hi, I'm Matthew.

Zory

Co-founded and designed an interactive-fiction platform that turns bestselling romance novels into stories you play.

Works

Works

A small gallery of interactive component demos — standalone, touchable recreations of mechanics I designed and shipped, rebuilt for the web from the original product source. Scroll down and try one.

Choice Mechanic

The signature choice mechanic from Zory, a romance interactive-fiction app I designed end to end. Click the page to turn it and reveal the choices; pick one and watch your decision animate up and cement itself as the next line of the story.

Greythorn — Interactive Fiction Example

Reveal Grid

The structural grid behind Smiley Brothers Ventures, a venture firm I built the brand and site for. The layout's underlying grid stays hidden, then a soft beam traces it across the page on arrival and follows your cursor after — showing the structure the whole system is built on. Move your pointer over it.

Smiley Brothers Ventures — reveal-on-motion grid

Focused Editing

The section editor from Bookish Boutique, a multi-vendor storefront builder I designed and built. Click a section to edit it in a focused drawer — the live preview is the real section component, re-rendering as you type — then flip “View as published” to see the same components render as the live page.

Bookish Boutique — focused section editing (same component, editor and live)

About

About

Matthew and I worked closely every day building the Zory App from the ground up. He led the app’s design, and we collaborated intelligently, adapting as the project evolved. His work ethic is inspiring, and his attention to detail is remarkable. I give him my strongest endorsement and would gladly work with him again and again.
— Matt Hall, creator of Crossy Road & Hipster Whale

I work best at the point where someone has a goal but hasn't yet decided the core character of what needs to be built, where the job is to figure that out and then build it. Most of my work has been 0-to-1. I start with very little to go on and interrogate the basic premise of an idea until we arrive at a nameable structure. From there, the foundation has to carry design intent through every touchpoint. The result is a project that feels cohesive and considered.

How I Work

The work I've built my career on starts when the problem itself is still unformed — maybe even misinformed — and getting it right is most of the value. The ripple effect runs well past the visual identity or the product, and often shapes how the company or its founders understand themselves. So I diagnose before I design. A lot of what I deliver is a clearer definition of the problem than the one I was handed.

I work hard to avoid binary outcomes to problems. When the goals in front of me go in opposite directions, my instinct is to take both apart and find what's at the core of each — then look for the one position where both cores can hold at once. That's usually where the strongest decisions are, and it's the part of the work I find most interesting.

I don't trust an idea until I can see it, so I'll build a version, react to it, and refine against what's actually in front of me. I don't like wireframes and basically never do them unless the workflow is complex enough to call for it. For everything else, it's faster to just start creating something. The obvious answer is rarely obvious in the abstract — it tends to reveal itself once it's sitting there in front of me. That's something you can iterate on. It gives you substance to articulate why each nuance is or isn't right, and those discussions are what actually move you forward.

The range I work across — brand, product, and build — is carried by that 0-to-1 throughline. Each is a case of taking something from nothing and making sure the design intent survives all the way to what ships. It's rewarding and often grueling work, and it asks hard questions the whole way down.

Build Fluency

I'm not a programmer, and I use that as a discipline to inform how I build. I bring structure, taste, and a lot of scrutiny to my workflow with AI. I also spend a lot of time weighing options, doing research, and asking questions of it. I've been working this way since before agentic tools existed, and I know where AI starts to break down and how to check it. My habit of auditing the work is how I catch the edge cases, logic gaps, and IA problems that oftentimes change the direction of a project or prototype.

I work the same way alongside engineers. While building Zory, I worked closely with Matt Hall — a genuinely brilliant engineer — through every phase of a product, from early concept renders to workflow and IA diagrams to a shipped app. That kind of tight, interwoven loop is how I like to build with a team. It means my design decisions account for what's real to ship, and I can hold the whole arc of a product in view rather than handing off a surface and hoping it survives implementation.

Get in touch

If you've got a problem that isn't fully shaped yet — the kind where figuring out what to build is half the work — that's the kind of thing I like most.

Either way, I'm glad you came this far into the site.

Case Studies

Selected work. Tap a study to read it.