A long-form worldbuilding sandbox: characters, environments, and a small motion language for a fictional cooperative.
An ongoing worldbuilding project — characters, biomes, and a small motion vocabulary that ties them together.
Process
How it got made.
Selected stills from the working files — block-outs, style frames and tests that informed the final piece.
Weave started as a way to test how much worldbuilding I could carry inside Figma alone. The constraint shaped everything — every character, biome and motion test lives in one file, on linked components, with a single design-token sheet.
The interesting discovery was that the constraints of a design tool make for surprisingly rigorous worldbuilding. You can't fudge a culture if every prop is a published component. Every contradiction surfaces immediately.
Motion tests are exported via the Figma → After Effects bridge and rendered into a small loop library. They're not the point of the project, but they make the static frames feel inhabited.