Between 2021 and 2025, I was the sole product designer for Shapeyard, a 3D modeling app built from scratch for iPad and iPhone.

Working alongside a small engineering team, I helped transform a complex mathematical engine into an intuitive, touch-first creative tool for mobile devices.

Shapeyard

A 3D editor app

  • Shapeyard 3D editor interface showing a finished red robot model with applied materials inside an iPad workspace.
  • Shapeyard 3D editor interface showing a cube with a rounded bevel applied to selected edges.
  • Shapeyard 3D editor interface showing a scene structure panel with grouped cube objects and one selected object on the canvas.
  • Shapeyard 3D editor interface showing basic primitive shapes on the scene, including a cube, sphere, cone, cylinder, torus, and prism.
  • Shapeyard 3D editor interface showing two overlapping cube shapes prepared for a boolean operation.
  • Shapeyard 3D editor interface showing a selected cube face with a transform gizmo for editing the object shape.
  • Shapeyard 3D editor interface showing a selected cube edge with a transform gizmo for precise shape editing.
  • Shapeyard 3D editor interface showing a selected cube vertex with a transform gizmo for component-level editing.
  • Shapeyard 3D editor main workspace showing a selected cube, transform gizmo, tool panels, primitive controls, and snapping options.

3D modeling has traditionally been built for desktop: giant screens, precise mouse cursors, dynamic hotkeys, and endless toolbars.

Porting that experience to iPad and iPhone forced us to completely rethink the interaction model.

We couldn't rely on shortcuts or cramped menus; every action had to feel natural under a fingertip without cluttering the viewport.

As the only designer on the team, my job was to bridge the gap between heavy technical capabilities (NURBS modeling and OpenCascade) and a clean, mobile-first workflow.

Approach: Building Vertically

Because the underlying technology was new to all of us, trying to build a massive, universal editor all at once would have stalled the project.

I suggested a "vertical" product roadmap: introducing one complete, working capability per release.

We scaled systematically starting with an empty viewport, adding basic primitives, enabling direct transformations, and gradually unlocking advanced mesh editing and materials.

Designing a Touch-Native UI

In a creative app, the canvas must always be the star. If you cover the screen with toolbars, the workspace immediately feels claustrophobic.

We built the interface around compact, floating panels and dynamic context menus that appeared only when needed.

Equally important was designing every edge state: what happens when you multi-select objects, isolate a face, hide a panel, or attempt an action that the engine can't compute?

From Primitives to Sub-Objects

We grounded the modeling experience in six core primitives: cube, sphere, cylinder, cone, prism, and torus.

To manipulate them directly in 3D space, we built a custom gizmo allowing users to drag, rotate, and scale shapes right on the canvas.

As users mastered simple assemblies, we introduced sub-object editing (faces, edges, and vertices).

Rather than inventing a complex new mental model, we extended the familiar gizmo logic to point-and-face manipulation, turning Shapeyard from a basic shape-builder into a true parametric modeling tool.

Advanced Tools & Scene Hierarchy

To help creators turn sharp geometry into polished, realistic objects, we added beveling for smooth edges and boolean operations for combining or subtracting shapes.

As scenes grew more complex, visual selection alone wasn't enough.

We introduced an object hierarchy panel allowing users to group, hide, rename and structure their models effortlessly.

Materials. Giving Form a Soul

Before materials, models looked like raw technical wireframes.

Adding preset material properties by adjusting color, roughness, and reflection, brought objects to life.

It gave users an immediate feeling of progress, turning basic gray shapes into expressive, portfolio-ready 3D assets.

Process: Designing Against Real Engine Limits

Designing a complex software tool rarely follows a linear "design, handoff, build" path.

Every feature started in Figma, but quickly moved into deep discussions with our developers.

We constantly ran into real-time mobile hardware limits, debating mechanics, testing early builds and simplifying flows so heavy operations could run smoothly on an iPad.

Takeaways

Shapeyard launched on the App Store as a public beta before active development was put on hold.

Building a professional creative suite from scratch taught me that complex software design doesn't start with interface screens, it starts with understanding human mental models.

Shapeyard fundamentally changed how I approach product architecture, breaking down heavy technical barriers, and designing for context.

Shapeyard

A 3D editor app