PodcastsArteState of Play

State of Play

Tommy Geoco
State of Play
Último episodio

17 episodios

  • State of Play

    He Turned Down Adobe. Then He Killed His Own Product - Steve Ruiz (TLDraw)

    16/03/2026 | 38 min
    Steve Ruiz was about to start at Adobe. Bags packed. Job accepted. Start date: Monday.
    Then he looked at what was happening with his side project — an open-source canvas tool he'd been building — and 200,000 people were using it every month. Hundreds of sponsors had put up 00,000. Two major companies wanted to build on it. He called Adobe and said he wasn't coming.
    That project became TLDraw.
    Steve's background isn't in software — it's in fine art. He has a masters in it. He spent thousands of hours studying ink on paper — how it moves, how it bleeds, how it dries. And when he later wrote the algorithms for digital ink, he had this deep physical knowledge that most engineers just don't have.
    We talk about why he killed his own SaaS product to focus on the SDK, why he thinks craft only matters when you're building for high-agency users, and his surprisingly simple answer to the question every open-source founder faces — how do you actually make money?
    Get the UX Tools Newsletter
    Join 100,000+ designers for weekly insights on creative software and the people shaping it: https://uxtools.co
    CHAPTERS:
    00:00 - Cold open
    01:30 - Art school to open source
    04:32 - 10,000 hours of unmotivated work
    06:08 - Finding ideas without external validation
    08:22 - The content-first experimentation loop
    11:30 - Why software is easier than art
    14:42 - Most software experiences haven't been discovered yet
    17:10 - Prototyping obsession and the infinite canvas
    17:47 - 200,000 users before you could even log in
    19:14 - Make Real: the first vibe code tool
    21:13 - Optimize for the points of contact
    23:51 - Killing the SaaS to ship the SDK
    29:19 - The open source money problem
    30:03 - "Just charge for it" — beating React Flow
    32:12 - When craft actually matters (high-agency users)
    35:57 - What's most fulfilling about building TLDraw
    ABOUT TOMMY GEOCO
    I spent 15+ years in tech and design. Former military. Father of five. Now building a weird little media + product studio rediscovering soul in creative tech.
    ABOUT STATE OF PLAY
    A narrative podcast about building things that matter told through deep conversations with designers and builders.
    LINKS:
    UX Tools Newsletter: https://uxtools.co
    TLDraw: https://tldraw.com
    Follow Steve: https://x.com/steveruizok
    FOLLOW ME:
    YouTube: https://youtube.com/@designertom
    Instagram: https://instagram.com/itsdesignertom
    X / Twitter: https://x.com/designertom
    LinkedIn: https://linkedin.com/in/tommygeoco
  • State of Play

    He Quit Freelancing After Doubling His Salary - Ben Fryc (Framer)

    09/03/2026 | 44 min
    Ben Fryc doubled his freelance salary in a year. Then his wife told him, on vacation in San Francisco, that he was working too hard. 
    He quit freelancing and never went back.
    Ben taught himself Cinema 4D during COVID and started designing a physical keyboard in Figma. Now he's a household name in motion design, works at Framer, and takes on all manner of passion projects.
    We get into the experimentation crash loop of learning 3D tools, why he treats passion projects like hobbies, and what he tells the young creative who wants to do it all.
    Get our newsletter: https://uxtools.co
    CHAPTERS
    00:00 — Intro
    01:45 — Comic books, GeoCities, and why Ben wanted to make video games
    04:40 — Five years at Mango Languages and the 3D pivot during COVID
    07:20 — "You don't need to know everything about a tool"
    09:26 — The Polygon Runway course and finding your people
    12:51 — The Knob: fantastical devices that probably can't exist
    15:33 — Commerce vs. passion and treating creativity like a hobby
    17:59 — Photoshop muscle memory and tools that refuse to die
    19:47 — Storyboarding as the bridge between static and motion
    21:36 — What motion tools still hide behind right-clicks
    24:28 — From Figma mockups to firmware in C
    29:45 — Moments of delight: what makes motion design captivating
    34:20 — The Play-Doh people nobody liked
    35:25 — Where AI actually helps creative work
    37:32 — Advice for the young creative who wants to do it all
    40:38 — "I doubled my salary freelancing. Then my wife said stop."
    43:53 — Outro
    LINKS
    Ben Fryc — https://x.com/benfryc
    Framer — https://framer.com
    FOLLOW ME
    Twitter/X — https://x.com/designertom
    LinkedIn — https://linkedin.com/in/tommygeoco
    Newsletter — https://uxtools.co
  • State of Play

    Why This Designer Takes 3 Years to Build Apps - Andy Allen (Not Boring Software)

    02/03/2026 | 37 min
    Andy Allen raised 5 million, built a hardware-software company, had a decent exit, and then walked away from all of it. Most founders would double down and scale. 
    Andy did the opposite. 
    He started Not Boring Software — fully bootstrapped, no investors, making apps that feel like nothing else on your phone. 
    What Andy is doing isn't just different, it's proof that there's another path most designers don't even know exists. You don't have to raise money, scale fast or break things. 
    You can just make something beautiful with a point of view where people can feel you in the work.
    A refreshing conversation for those tired of the ambient noise lately.
    Get the UX Tools Newsletter (written by me)
    Join 100,000+ designers for weekly insights on creative software and the people shaping it: https://uxtools.co
    CHAPTERS:
    00:00 - Walking away from 5 million
    02:27 - Camera app becomes biggest launch yet
    04:04 - Why speed is overrated for quality work
    07:25 - Fully bootstrapped vs VC funding pressure
    09:17 - Physical prototypes and 3D printing process
    13:09 - Avoiding AI hype, focusing on interface innovation
    15:45 - Game design principles in everyday apps
    18:36 - The "kid in the cockpit" design philosophy
    20:49 - Creative recovery and exploration process
    22:49 - Leaving VC startup world for sustainable business
    25:19 - Defining "enough" as a company and creator
    28:44 - Being a beacon for other designers
    32:11 - What's missing in design storytelling
    36:51 - Hands in the clay vs management roles
    LINKS:
    Not Boring Software: https://notbor.ing
    Andy Allen: https://x.com/asallen
    Not Boring Camera App (iOS): https://apps.apple.com/us/app/not-boring-camera/id6737783441
    FOLLOW ME:
    X / Twitter: https://x.com/designertom
    Instagram: https://instagram.com/itsdesignertom
    LinkedIn: https://linkedin.com/in/tommygeoco
  • State of Play

    They Canceled Figma 4 Months Ago. Here's What They Use Now - Stephen Haney (Paper)

    23/02/2026 | 46 min
    Stephen Haney has been quietly building design tools for years. Now he's betting that the canvas wants to talk to your agents.
    Paper just shipped MCP support. I've been playing with it. It's wild.
    We talked about why he thinks the future stack is just three tools, why his team canceled Figma four months ago, and what happens when your production site becomes your source of truth for design.
    Get the UX Tools Newsletter (written by me)
    Join 100,000+ designers for weekly insights on creative software and the people shaping it: https://uxtools.co
    CHAPTERS:
    00:00 - Everything changed in nine months
    03:57 - Where the puck is going
    05:08 - Figma's walled garden problem
    06:18 - Agent + Code Review + Canvas
    11:42 - Did agents kill collaboration?
    15:18 - They canceled Figma 4 months ago
    17:27 - What MCP actually means
    21:03 - Live demo: production → canvas → code
    LINKS:
    Paper: https://paper.design
    Stephen: https://x.com/stephenhaney
    FOLLOW ME:
    X / Twitter: https://x.com/designertom
    Instagram: / itsdesignertom
    LinkedIn: / tommygeoco
  • State of Play

    One Person Should Have the Creative Power of Pixar - Weber Wong (Flora)

    16/02/2026 | 47 min
    Weber Wong was supposed to be a venture capitalist. Then he realized he wouldn't back himself, so he quit, moved to New York, and got a job at a coffee shop.
    Now he's building Flora, one of the most uniquely-positioned AI tools for creative teams.
    We talked about why node-based tools have such a bad reputation (and how Flora's fixing it), what "anti-slop" actually means when you're building AI creative tools, and the moment Pentagram reached out and he realized he'd accidentally built something useful.
    Get the UX Tools Newsletter (written by me)
    Join 100,000+ designers for weekly insights on creative software and the people shaping it: https://uxtools.co
    CHAPTERS:
    00:00 - "They've been cooking"
    02:11 - From VC to coffee shop to Flora
    05:37 - The pain cave vs. Plato's cave
    08:38 - Poetry as the entry point
    11:34 - First time using an LLM
    13:26 - "The world's most powerful creative operating system"
    16:21 - Commerce vs. art — does it have to be at odds?
    19:12 - A Berkeley professor and Cat's Cradle
    20:25 - Fine-tuning GPT-2 on his own poetry
    25:42 - Why node-based?
    28:50 - The iceberg: low barrier, high ceiling
    32:56 - What "anti-slop" actually means
    40:48 - When Pentagram reached out
    44:51 - Advice for the next generation of creatives
    LINKS:
    Flora: https://flora.ai
    Weber Wong: https://x.com/weberwongwong
    FOLLOW ME:
    X / Twitter: https://x.com/designertom
    Instagram: https://instagram.com/itsdesignertom
    LinkedIn: https://linkedin.com/in/tommygeoco

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