Cohort

03

Visual Anatomy

Taste is a system, not a gift. Learn the decisions behind expensive-looking work, then ship a visual world, a product UI system, and a body of work that proves it.

Waitlist

10 of 150 seats remaining

0 of 150 seats taken150 seats left

16 weeks

Duration

Starts

₹40,000

Investment

Cohort

03

Visual Anatomy

Taste is a system, not a gift. Learn the decisions behind expensive-looking work, then ship a visual world, a product UI system, and a body of work that proves it.

Waitlist

10 of 150 seats remaining

0 of 150 seats taken150 seats left

16 weeks

Duration

Starts

₹40,000

Investment

Cohort

03

Visual Anatomy

Taste is a system, not a gift. Learn the decisions behind expensive-looking work, then ship a visual world, a product UI system, and a body of work that proves it.

Waitlist

10 of 150 seats remaining

0 of 150 seats taken150 seats left

16 weeks

Duration

Starts

₹40,000

Investment

  • Taste as a System

  • •

  • 20+ Configurable Shaders

  • •

  • 5-7 Shipped Projects

  • •

  • Ship to a Live URL

  • •

  • The Visual Anatomy Kit

  • •

  • Bauhaus to Y2K, as Recipe

  • •

  • Live Showcase, Real Practitioners

  • •

  • GenAI Production Pipeline

  • •

  • Reel-Ready Motion

  • •

  • Taste as a System

  • •

  • 20+ Configurable Shaders

  • •

Is this curriculum for you?

Do you also think like this?

If any of these feels familiar, you’re exactly who this curriculum is built for.

BEGINNER

“I can use Figma. I still can’t tell you why a layout works or falls apart.”

You’ll build a working colour system, a named type scale and a spacing grid from the ground up, then translate a wireframe into a polished, hierarchy-correct screen.

1 YEAR

“I can execute a brief fast. I can’t defend a single colour or spacing choice under questioning.”

You’ll apply colour roles and a type scale consistently across a full surface, and work inside a real design system without breaking it.

3 YEARS

“I’ve got one visual style. I use it for every brief, whether it fits or not.”

You’ll read style as a recipe, execute one you wouldn’t choose yourself, and extend a design system with new components without fragmenting it.

5 YEARS

“AI closes the execution gap every month. My craft alone doesn’t set me apart anymore.”

You’ll set a visual direction a team builds on, mentor others against a system instead of a preference, and govern a system through versioning and deprecation.

Is this curriculum for you?

Do you also think like this?

If any of these feels familiar, you’re exactly who this curriculum is built for.

BEGINNER

“I can use Figma. I still can’t tell you why a layout works or falls apart.”

You’ll build a working colour system, a named type scale and a spacing grid from the ground up, then translate a wireframe into a polished, hierarchy-correct screen.

1 YEAR

“I can execute a brief fast. I can’t defend a single colour or spacing choice under questioning.”

You’ll apply colour roles and a type scale consistently across a full surface, and work inside a real design system without breaking it.

3 YEARS

“I’ve got one visual style. I use it for every brief, whether it fits or not.”

You’ll read style as a recipe, execute one you wouldn’t choose yourself, and extend a design system with new components without fragmenting it.

5 YEARS

“AI closes the execution gap every month. My craft alone doesn’t set me apart anymore.”

You’ll set a visual direction a team builds on, mentor others against a system instead of a preference, and govern a system through versioning and deprecation.

Is this curriculum for you?

Do you also think like this?

If any of these feels familiar, you’re exactly who this curriculum is built for.

BEGINNER

“I can use Figma. I still can’t tell you why a layout works or falls apart.”

You’ll build a working colour system, a named type scale and a spacing grid from the ground up, then translate a wireframe into a polished, hierarchy-correct screen.

1 YEAR

“I can execute a brief fast. I can’t defend a single colour or spacing choice under questioning.”

You’ll apply colour roles and a type scale consistently across a full surface, and work inside a real design system without breaking it.

3 YEARS

“I’ve got one visual style. I use it for every brief, whether it fits or not.”

You’ll read style as a recipe, execute one you wouldn’t choose yourself, and extend a design system with new components without fragmenting it.

5 YEARS

“AI closes the execution gap every month. My craft alone doesn’t set me apart anymore.”

You’ll set a visual direction a team builds on, mentor others against a system instead of a preference, and govern a system through versioning and deprecation.

Why your work is not speaking

Why does theirs look expensive,
and yours doesn’t?

After reviewing thousands of portfolios and years of hiring, Rajat Patel sees the same four patterns. Strong designers get filtered out before anyone sees how good they really are, and none of the reasons are about design skill.

01

Your Choices Aren’t Decisions

You picked that grey because it looked fine, not because it has a job. The moment someone asks why, the answer collapses into “I liked it.” That’s the sentence that costs you the offer.

02

One Style, Every Brief

Your portfolio has one visual voice, used on every project regardless of the brief. Hiring managers see it in one glance. Range is what separates a directable senior from someone who got lucky once.

03

Flat and Cheap, Not Expensive

Flat design taught a generation to skip surface, light and shadow. The gap between amateur and premium usually isn’t your layout. It’s what’s missing on top of it, and it’s the fastest fix nobody teaches.

04

AI Already Executes Polish

A model can generate a clean screen in ten minutes. It still can’t set a direction, kill two good options for a better one, or choreograph a whole product’s motion. That judgment is the only moat left.

Why your work is not speaking

Why does theirs look expensive,
and yours doesn’t?

After reviewing thousands of portfolios and years of hiring, Rajat Patel sees the same four patterns. Strong designers get filtered out before anyone sees how good they really are, and none of the reasons are about design skill.

01

Your Choices Aren’t Decisions

You picked that grey because it looked fine, not because it has a job. The moment someone asks why, the answer collapses into “I liked it.” That’s the sentence that costs you the offer.

02

One Style, Every Brief

Your portfolio has one visual voice, used on every project regardless of the brief. Hiring managers see it in one glance. Range is what separates a directable senior from someone who got lucky once.

03

Flat and Cheap, Not Expensive

Flat design taught a generation to skip surface, light and shadow. The gap between amateur and premium usually isn’t your layout. It’s what’s missing on top of it, and it’s the fastest fix nobody teaches.

04

AI Already Executes Polish

A model can generate a clean screen in ten minutes. It still can’t set a direction, kill two good options for a better one, or choreograph a whole product’s motion. That judgment is the only moat left.

Why your work is not speaking

Why does theirs look expensive,
and yours doesn’t?

After reviewing thousands of portfolios and years of hiring, Rajat Patel sees the same four patterns. Strong designers get filtered out before anyone sees how good they really are, and none of the reasons are about design skill.

01

Your Choices Aren’t Decisions

You picked that grey because it looked fine, not because it has a job. The moment someone asks why, the answer collapses into “I liked it.” That’s the sentence that costs you the offer.

02

One Style, Every Brief

Your portfolio has one visual voice, used on every project regardless of the brief. Hiring managers see it in one glance. Range is what separates a directable senior from someone who got lucky once.

03

Flat and Cheap, Not Expensive

Flat design taught a generation to skip surface, light and shadow. The gap between amateur and premium usually isn’t your layout. It’s what’s missing on top of it, and it’s the fastest fix nobody teaches.

04

AI Already Executes Polish

A model can generate a clean screen in ten minutes. It still can’t set a direction, kill two good options for a better one, or choreograph a whole product’s motion. That judgment is the only moat left.

What do you actually get?

Not a certificate.
Not a badge.

Four real artefacts, built by you, ready to show in any interview from day one.

A visual system you can defend, not just admire

Every colour, type step and spacing value in your work gets a stated role and a reason. You’ll trace any decision back to a system, not a vibe, in any interview.

Three real projects, on a fidelity ladder that doesn’t lie

A visual world, a product UI system, an obsessively crafted interaction. Each one shipped, not mocked, so a stranger can open a link and judge the work without you in the room.

Motion and surface craft most designers never learn

Named easing curves, a motion token set, shader-driven surfaces, grain, light and shadow done properly. The fastest visible jump from flat-and-cheap to flat-and-expensive, and it’s yours to reuse forever.

A portfolio and reel built from work you actually shipped

Every project captured as it’s built, so your reel is assembled, not reconstructed in the last week. A published portfolio a recruiter can judge in under a minute.

What do you actually get?

Not a certificate.
Not a badge.

Four real artefacts, built by you, ready to show in any interview from day one.

A visual system you can defend, not just admire

Every colour, type step and spacing value in your work gets a stated role and a reason. You’ll trace any decision back to a system, not a vibe, in any interview.

Three real projects, on a fidelity ladder that doesn’t lie

A visual world, a product UI system, an obsessively crafted interaction. Each one shipped, not mocked, so a stranger can open a link and judge the work without you in the room.

Motion and surface craft most designers never learn

Named easing curves, a motion token set, shader-driven surfaces, grain, light and shadow done properly. The fastest visible jump from flat-and-cheap to flat-and-expensive, and it’s yours to reuse forever.

A portfolio and reel built from work you actually shipped

Every project captured as it’s built, so your reel is assembled, not reconstructed in the last week. A published portfolio a recruiter can judge in under a minute.

What do you actually get?

Not a certificate.
Not a badge.

Four real artefacts, built by you, ready to show in any interview from day one.

A visual system you can defend, not just admire

Every colour, type step and spacing value in your work gets a stated role and a reason. You’ll trace any decision back to a system, not a vibe, in any interview.

Three real projects, on a fidelity ladder that doesn’t lie

A visual world, a product UI system, an obsessively crafted interaction. Each one shipped, not mocked, so a stranger can open a link and judge the work without you in the room.

Motion and surface craft most designers never learn

Named easing curves, a motion token set, shader-driven surfaces, grain, light and shadow done properly. The fastest visible jump from flat-and-cheap to flat-and-expensive, and it’s yours to reuse forever.

A portfolio and reel built from work you actually shipped

Every project captured as it’s built, so your reel is assembled, not reconstructed in the last week. A published portfolio a recruiter can judge in under a minute.

What exactly will you learn?

16 weeks.
Three exit points, one spine.

Leave after eight weeks with a shipped visual world, after twelve with a shipped product UI, or keep going for a body of work and a live showcase. Nobody repeats a session: Pro is Base plus a month.

Week 01–02

Seeing and colour

Hierarchy is physics, not preference. You start naming why a screen fails, then turn a palette into a system where every colour has a job.

  • Elements, principles, and the five levers of visual weight

  • Gestalt: making things read as related without drawing a line between them

  • Colour roles, not swatches: background, surface, line, text, accent

  • Tonal ramps, OKLCH, and contrast recorded for every pairing

Output: A working colour system with functional roles and recorded contrast for every text pairing.

Week 03–04

Type and structure

Most designers pick fonts. You’ll build a type scale, then the invisible spacing grid everything else sits on.

  • A type scale with every step named by job, not by size

  • Hierarchy from weight, scale, colour and space, not a second typeface

  • A spacing scale: base unit, progression, inset versus stack versus inline

  • Composition, depth and the single-hero rule

Output: A named type scale and spacing scale, plus one screen rebuilt against both.

Week 05–06

Surface, taste and style

The gap between flat-and-cheap and flat-and-expensive is surface treatment. Then you learn to look at references on purpose, and read a style as a recipe.

  • Grain, glass, light and shadow physics: the fastest visible win in the course

  • A searchable reference system, tagged by decision, not by vibe

  • Style literacy: Bauhaus through Y2K, decoded into recipes

  • Executing a style you didn’t invent and wouldn’t have picked

Output: A surface-treated screen, a 30-reference system, and your Project 01 visual direction locked.

Week 07–08

Motion, production and ship

Bad motion is a timing problem, not a creativity problem. You build your motion token set, generate production-grade assets, then ship.

  • Duration, easing and a named motion token set

  • Choreography: the six states of a component, as motion

  • GenAI visual production, style-locked across a whole asset set

  • Deploying to a live URL: nobody leaves without a link

Output: Project 01 live at a URL. It moves, and it respects reduced motion.

Week 09–10

Systems and components

A visual direction that can’t survive forty screens is a poster, not a system. You turn your language into tokens, then build components from their extremes inward.

  • Three-tier tokens: primitive, semantic, component

  • Composing dense product surfaces without whitespace as your only lever

  • The variant matrix: size, emphasis, state, density, content length

  • Designing the six interactive states and the edge-case screens first

Output: A three-tier token set and a component library with full state coverage, no placeholders.

Week 11–12

Prototype, direction and ship

What convinces in a prototype is everything between the screens. You’ll build three real visual directions, kill two in writing, then ship a working product.

  • Prototyping that survives a stranger using it without you narrating

  • Three art directions, one argument each, two killed on purpose

  • Product motion: shorter, fewer, sharper than a landing page

  • The craft, accessibility and consistency pass before you ship

Output: Projects 02 and 03 shipped, reel footage captured, case studies drafted.

Week 13–14

Elite only: direction sprint and build sprint

This is where Elite starts. No new curriculum: a studio month with two 1:1 art-direction reviews, daily unblocking, and real deadlines.

  • An unfamiliar domain researched and a visual direction locked in one week

  • A cross-brand redirect: the same product, a genuinely different audience

  • Project 04 built to rough-complete, with a facilitator live in the room

  • A written cut list: what ships, what’s documented as intent

Output: Two directions locked and defended. Project 04 rough-complete and moving.

Week 15–16

Elite only: build, reel and showcase

Craft pass, motion pass, accessibility pass, in that order. Then you cut a reel, publish a portfolio, and present to practitioners who don’t already know your name.

  • Project 05 built to rough-complete, full onboarding flow, motion applied

  • Craft, motion and accessibility QA: every finding resolved or accepted in writing

  • A 90-second directed reel, cut from footage captured as you built

  • A live showcase with outside practitioners on the panel

Output: 5-7 projects, one reel, a published portfolio, defended live.

What exactly will you learn?

16 weeks.
Three exit points, one spine.

Leave after eight weeks with a shipped visual world, after twelve with a shipped product UI, or keep going for a body of work and a live showcase. Nobody repeats a session: Pro is Base plus a month.

Week 01–02

Seeing and colour

Hierarchy is physics, not preference. You start naming why a screen fails, then turn a palette into a system where every colour has a job.

  • Elements, principles, and the five levers of visual weight

  • Gestalt: making things read as related without drawing a line between them

  • Colour roles, not swatches: background, surface, line, text, accent

  • Tonal ramps, OKLCH, and contrast recorded for every pairing

Output: A working colour system with functional roles and recorded contrast for every text pairing.

Week 03–04

Type and structure

Most designers pick fonts. You’ll build a type scale, then the invisible spacing grid everything else sits on.

  • A type scale with every step named by job, not by size

  • Hierarchy from weight, scale, colour and space, not a second typeface

  • A spacing scale: base unit, progression, inset versus stack versus inline

  • Composition, depth and the single-hero rule

Output: A named type scale and spacing scale, plus one screen rebuilt against both.

Week 05–06

Surface, taste and style

The gap between flat-and-cheap and flat-and-expensive is surface treatment. Then you learn to look at references on purpose, and read a style as a recipe.

  • Grain, glass, light and shadow physics: the fastest visible win in the course

  • A searchable reference system, tagged by decision, not by vibe

  • Style literacy: Bauhaus through Y2K, decoded into recipes

  • Executing a style you didn’t invent and wouldn’t have picked

Output: A surface-treated screen, a 30-reference system, and your Project 01 visual direction locked.

Week 07–08

Motion, production and ship

Bad motion is a timing problem, not a creativity problem. You build your motion token set, generate production-grade assets, then ship.

  • Duration, easing and a named motion token set

  • Choreography: the six states of a component, as motion

  • GenAI visual production, style-locked across a whole asset set

  • Deploying to a live URL: nobody leaves without a link

Output: Project 01 live at a URL. It moves, and it respects reduced motion.

Week 09–10

Systems and components

A visual direction that can’t survive forty screens is a poster, not a system. You turn your language into tokens, then build components from their extremes inward.

  • Three-tier tokens: primitive, semantic, component

  • Composing dense product surfaces without whitespace as your only lever

  • The variant matrix: size, emphasis, state, density, content length

  • Designing the six interactive states and the edge-case screens first

Output: A three-tier token set and a component library with full state coverage, no placeholders.

Week 11–12

Prototype, direction and ship

What convinces in a prototype is everything between the screens. You’ll build three real visual directions, kill two in writing, then ship a working product.

  • Prototyping that survives a stranger using it without you narrating

  • Three art directions, one argument each, two killed on purpose

  • Product motion: shorter, fewer, sharper than a landing page

  • The craft, accessibility and consistency pass before you ship

Output: Projects 02 and 03 shipped, reel footage captured, case studies drafted.

Week 13–14

Elite only: direction sprint and build sprint

This is where Elite starts. No new curriculum: a studio month with two 1:1 art-direction reviews, daily unblocking, and real deadlines.

  • An unfamiliar domain researched and a visual direction locked in one week

  • A cross-brand redirect: the same product, a genuinely different audience

  • Project 04 built to rough-complete, with a facilitator live in the room

  • A written cut list: what ships, what’s documented as intent

Output: Two directions locked and defended. Project 04 rough-complete and moving.

Week 15–16

Elite only: build, reel and showcase

Craft pass, motion pass, accessibility pass, in that order. Then you cut a reel, publish a portfolio, and present to practitioners who don’t already know your name.

  • Project 05 built to rough-complete, full onboarding flow, motion applied

  • Craft, motion and accessibility QA: every finding resolved or accepted in writing

  • A 90-second directed reel, cut from footage captured as you built

  • A live showcase with outside practitioners on the panel

Output: 5-7 projects, one reel, a published portfolio, defended live.

What exactly will you learn?

16 weeks.
Three exit points, one spine.

Leave after eight weeks with a shipped visual world, after twelve with a shipped product UI, or keep going for a body of work and a live showcase. Nobody repeats a session: Pro is Base plus a month.

Week 01–02

Seeing and colour

Hierarchy is physics, not preference. You start naming why a screen fails, then turn a palette into a system where every colour has a job.

  • Elements, principles, and the five levers of visual weight

  • Gestalt: making things read as related without drawing a line between them

  • Colour roles, not swatches: background, surface, line, text, accent

  • Tonal ramps, OKLCH, and contrast recorded for every pairing

Output: A working colour system with functional roles and recorded contrast for every text pairing.

Week 03–04

Type and structure

Most designers pick fonts. You’ll build a type scale, then the invisible spacing grid everything else sits on.

  • A type scale with every step named by job, not by size

  • Hierarchy from weight, scale, colour and space, not a second typeface

  • A spacing scale: base unit, progression, inset versus stack versus inline

  • Composition, depth and the single-hero rule

Output: A named type scale and spacing scale, plus one screen rebuilt against both.

Week 05–06

Surface, taste and style

The gap between flat-and-cheap and flat-and-expensive is surface treatment. Then you learn to look at references on purpose, and read a style as a recipe.

  • Grain, glass, light and shadow physics: the fastest visible win in the course

  • A searchable reference system, tagged by decision, not by vibe

  • Style literacy: Bauhaus through Y2K, decoded into recipes

  • Executing a style you didn’t invent and wouldn’t have picked

Output: A surface-treated screen, a 30-reference system, and your Project 01 visual direction locked.

Week 07–08

Motion, production and ship

Bad motion is a timing problem, not a creativity problem. You build your motion token set, generate production-grade assets, then ship.

  • Duration, easing and a named motion token set

  • Choreography: the six states of a component, as motion

  • GenAI visual production, style-locked across a whole asset set

  • Deploying to a live URL: nobody leaves without a link

Output: Project 01 live at a URL. It moves, and it respects reduced motion.

Week 09–10

Systems and components

A visual direction that can’t survive forty screens is a poster, not a system. You turn your language into tokens, then build components from their extremes inward.

  • Three-tier tokens: primitive, semantic, component

  • Composing dense product surfaces without whitespace as your only lever

  • The variant matrix: size, emphasis, state, density, content length

  • Designing the six interactive states and the edge-case screens first

Output: A three-tier token set and a component library with full state coverage, no placeholders.

Week 11–12

Prototype, direction and ship

What convinces in a prototype is everything between the screens. You’ll build three real visual directions, kill two in writing, then ship a working product.

  • Prototyping that survives a stranger using it without you narrating

  • Three art directions, one argument each, two killed on purpose

  • Product motion: shorter, fewer, sharper than a landing page

  • The craft, accessibility and consistency pass before you ship

Output: Projects 02 and 03 shipped, reel footage captured, case studies drafted.

Week 13–14

Elite only: direction sprint and build sprint

This is where Elite starts. No new curriculum: a studio month with two 1:1 art-direction reviews, daily unblocking, and real deadlines.

  • An unfamiliar domain researched and a visual direction locked in one week

  • A cross-brand redirect: the same product, a genuinely different audience

  • Project 04 built to rough-complete, with a facilitator live in the room

  • A written cut list: what ships, what’s documented as intent

Output: Two directions locked and defended. Project 04 rough-complete and moving.

Week 15–16

Elite only: build, reel and showcase

Craft pass, motion pass, accessibility pass, in that order. Then you cut a reel, publish a portfolio, and present to practitioners who don’t already know your name.

  • Project 05 built to rough-complete, full onboarding flow, motion applied

  • Craft, motion and accessibility QA: every finding resolved or accepted in writing

  • A 90-second directed reel, cut from footage captured as you built

  • A live showcase with outside practitioners on the panel

Output: 5-7 projects, one reel, a published portfolio, defended live.

What you take home

Every two weeks ends with
something real.

Each kit is yours to keep: templates, libraries and rulers you reuse long after the cohort ends.

Week 01–02

The Seeing Kit

Seeing and colour

  • The banned-word list (what to say instead of “clean,” “modern,” “premium”)

  • Your six declared rulers, stated before any critique

  • A working colour system with roles and recorded contrast

Week 03–04

The Structure Kit

Type and structure

  • A named type scale, every step labeled by job

  • A named spacing scale with inset, stack and inline rules

  • One screen rebuilt against both, violations marked

Week 05–06

The Surface & Style Kit

Surface, taste and style

  • The shader pack and texture/grain pack, parameterised to your palette

  • The style recipe atlas: 30 styles decoded into cards

  • Your 30-reference system, tagged by decision

Week 07–08

The Motion & Ship Kit

Motion, production and ship

  • Your named motion token set: durations, curves, enter/exit pairs

  • The illustration and icon kit, plus your GenAI prompt recipes

  • The live-site starter, deployed in under thirty minutes

  • Project 01, live at a URL, with a case-study one-pager

Week 09–10

The Systems Kit

Systems and components

  • A three-tier token set: primitive, semantic, component

  • The UI system starter, themed to your language

  • A component library with full state and variant coverage

Week 11–12

The Direction Kit

Prototype, direction and ship

  • Three written art directions, two killed with stated reasons

  • A prototype of your key flow, tested on a stranger

  • Projects 02 and 03, shipped and documented

Week 13–14

The Studio Kit (Elite)

Elite only: direction sprint and build sprint

  • A locked visual direction for an unfamiliar domain, researched from scratch

  • A cross-brand redirect with a written argument for every departure

  • Two 1:1 art-direction reviews on your actual work

Week 15–16

The Showcase Kit (Elite)

Elite only: build, reel and showcase

  • A 90-second directed reel, plus per-project breakdowns

  • A published portfolio at a real URL

  • Case studies with the rejected direction shown, not hidden

What you take home

Every two weeks ends with
something real.

Each kit is yours to keep: templates, libraries and rulers you reuse long after the cohort ends.

Week 01–02

The Seeing Kit

Seeing and colour

  • The banned-word list (what to say instead of “clean,” “modern,” “premium”)

  • Your six declared rulers, stated before any critique

  • A working colour system with roles and recorded contrast

Week 03–04

The Structure Kit

Type and structure

  • A named type scale, every step labeled by job

  • A named spacing scale with inset, stack and inline rules

  • One screen rebuilt against both, violations marked

Week 05–06

The Surface & Style Kit

Surface, taste and style

  • The shader pack and texture/grain pack, parameterised to your palette

  • The style recipe atlas: 30 styles decoded into cards

  • Your 30-reference system, tagged by decision

Week 07–08

The Motion & Ship Kit

Motion, production and ship

  • Your named motion token set: durations, curves, enter/exit pairs

  • The illustration and icon kit, plus your GenAI prompt recipes

  • The live-site starter, deployed in under thirty minutes

  • Project 01, live at a URL, with a case-study one-pager

Week 09–10

The Systems Kit

Systems and components

  • A three-tier token set: primitive, semantic, component

  • The UI system starter, themed to your language

  • A component library with full state and variant coverage

Week 11–12

The Direction Kit

Prototype, direction and ship

  • Three written art directions, two killed with stated reasons

  • A prototype of your key flow, tested on a stranger

  • Projects 02 and 03, shipped and documented

Week 13–14

The Studio Kit (Elite)

Elite only: direction sprint and build sprint

  • A locked visual direction for an unfamiliar domain, researched from scratch

  • A cross-brand redirect with a written argument for every departure

  • Two 1:1 art-direction reviews on your actual work

Week 15–16

The Showcase Kit (Elite)

Elite only: build, reel and showcase

  • A 90-second directed reel, plus per-project breakdowns

  • A published portfolio at a real URL

  • Case studies with the rejected direction shown, not hidden

What you take home

Every two weeks ends with
something real.

Each kit is yours to keep: templates, libraries and rulers you reuse long after the cohort ends.

Week 01–02

The Seeing Kit

Seeing and colour

  • The banned-word list (what to say instead of “clean,” “modern,” “premium”)

  • Your six declared rulers, stated before any critique

  • A working colour system with roles and recorded contrast

Week 03–04

The Structure Kit

Type and structure

  • A named type scale, every step labeled by job

  • A named spacing scale with inset, stack and inline rules

  • One screen rebuilt against both, violations marked

Week 05–06

The Surface & Style Kit

Surface, taste and style

  • The shader pack and texture/grain pack, parameterised to your palette

  • The style recipe atlas: 30 styles decoded into cards

  • Your 30-reference system, tagged by decision

Week 07–08

The Motion & Ship Kit

Motion, production and ship

  • Your named motion token set: durations, curves, enter/exit pairs

  • The illustration and icon kit, plus your GenAI prompt recipes

  • The live-site starter, deployed in under thirty minutes

  • Project 01, live at a URL, with a case-study one-pager

Week 09–10

The Systems Kit

Systems and components

  • A three-tier token set: primitive, semantic, component

  • The UI system starter, themed to your language

  • A component library with full state and variant coverage

Week 11–12

The Direction Kit

Prototype, direction and ship

  • Three written art directions, two killed with stated reasons

  • A prototype of your key flow, tested on a stranger

  • Projects 02 and 03, shipped and documented

Week 13–14

The Studio Kit (Elite)

Elite only: direction sprint and build sprint

  • A locked visual direction for an unfamiliar domain, researched from scratch

  • A cross-brand redirect with a written argument for every departure

  • Two 1:1 art-direction reviews on your actual work

Week 15–16

The Showcase Kit (Elite)

Elite only: build, reel and showcase

  • A 90-second directed reel, plus per-project breakdowns

  • A published portfolio at a real URL

  • Case studies with the rejected direction shown, not hidden

Rajat Patel will be
teaching you this course.

Self-taught. No degree. 10 years at PhonePe, Airtel, and Zepto, most recently as Design Manager, sitting on the other side of the table deciding which portfolios moved forward. He’s reviewed thousands of them. Visual Anatomy is everything he wishes those candidates had known.

I’ll show you how to think, not just what to make

I’ll review your work personally, not delegate it

I’ll tell you the truth about your work, not what you want to hear

500+

Designers Trained

4.8

Rated by students

5000+

Students Mentored

Rajat Patel, course instructor at Molades
Rajat Patel will be
teaching you this course.

Self-taught. No degree. 10 years at PhonePe, Airtel, and Zepto, most recently as Design Manager, sitting on the other side of the table deciding which portfolios moved forward. He’s reviewed thousands of them. Visual Anatomy is everything he wishes those candidates had known.

I’ll show you how to think, not just what to make

I’ll review your work personally, not delegate it

I’ll tell you the truth about your work, not what you want to hear

500+

Designers Trained

4.8

Rated by students

5000+

Students Mentored

Rajat Patel, course instructor at Molades
Rajat Patel will be
teaching you this course.

Self-taught. No degree. 10 years at PhonePe, Airtel, and Zepto, most recently as Design Manager, sitting on the other side of the table deciding which portfolios moved forward. He’s reviewed thousands of them. Visual Anatomy is everything he wishes those candidates had known.

I’ll show you how to think, not just what to make

I’ll review your work personally, not delegate it

I’ll tell you the truth about your work, not what you want to hear

500+

Designers Trained

4.8

Rated by students

5000+

Students Mentored

Rajat Patel, course instructor at Molades
One serious cohort. Three Offerings.
One serious cohort. Three Offerings.

Same instructor, same standard. Pick how much guidance you want. Capped at 150 seats so Rajat Patel can give every student real attention.

Anatomy Base

2 Months

₹40,000

Build a visual language and prove it on one surface that moves and opens at a URL.

Weekly live sessions
Core curriculum access
Community Slack channel
Session recordings
Certificate of completion

Join waitlist for next cohort

Foundation

Anatomy Pro

3 Months

₹60,000

Turn that visual language into a coherent product: systems, components, states, responsive, a working prototype.

Everything in Base
Portfolio review
Live capstone defence
Priority Q&A

Join waitlist for next cohort

Popular

Anatomy Elite

4 Months

₹1,00,000

Art-direct, choreograph and ship a body of work: five to seven projects and a reel, not one capstone.

Everything in Pro
Four specialist labs in Month 3: art direction, advanced shaders, motion systems, AI-native production
A dedicated Month 4 studio, with two 1:1 art-direction reviews
Weekly 1:1 coaching
Placement support
Alumni network access

Join waitlist for next cohort

Personalised

Frequently Asked Questions

Is this for beginners or experienced designers?

Both. We start with fundamentals everyone needs, then branch into project work matched to your level, so beginners aren’t lost and experienced designers aren’t bored.

I already have years of experience. Do I still sit through beginner fundamentals?

Yes, for the first two months. Pro and Elite build on Base’s sixteen sessions, not around them. The bar is different (tighter briefs, a harder weekly clinic, a higher submission standard), but everyone starts at the same vocabulary. Most “senior” work fails for the same first-principles reasons.

If I join at Pro or Elite, do I repeat the Base content?

No. Base, Pro and Elite sit on one spine, not three separate tracks. Pro is Base plus a month, Elite is Pro plus a studio month, and nobody sits through the same session twice regardless of which tier they join at.

Will I learn logo design or brand identity?

No. You’ll learn to use illustration, icon and brand systems at a professional standard, and extend them with GenAI. You won’t build a brand or a logo from scratch. If that’s what you need, this isn’t the right course.

I have a full-time job. Can I keep up?

Yes, if you can commit to two live sessions a week. The course runs on a fixed live cadence, not on-demand video, because critique and studio work happen together in real time. Recordings cover a missed session, but the two-a-week rhythm is the format.

What tools do I need?

Figma for everything you design. You’ll also ship to a live URL using Framer, Webflow, or code with AI assistance, and Elite students work hands-on with Rive and Jitter for advanced motion.

Frequently Asked Questions

Is this for beginners or experienced designers?

Both. We start with fundamentals everyone needs, then branch into project work matched to your level, so beginners aren’t lost and experienced designers aren’t bored.

I already have years of experience. Do I still sit through beginner fundamentals?

Yes, for the first two months. Pro and Elite build on Base’s sixteen sessions, not around them. The bar is different (tighter briefs, a harder weekly clinic, a higher submission standard), but everyone starts at the same vocabulary. Most “senior” work fails for the same first-principles reasons.

If I join at Pro or Elite, do I repeat the Base content?

No. Base, Pro and Elite sit on one spine, not three separate tracks. Pro is Base plus a month, Elite is Pro plus a studio month, and nobody sits through the same session twice regardless of which tier they join at.

Will I learn logo design or brand identity?

No. You’ll learn to use illustration, icon and brand systems at a professional standard, and extend them with GenAI. You won’t build a brand or a logo from scratch. If that’s what you need, this isn’t the right course.

I have a full-time job. Can I keep up?

Yes, if you can commit to two live sessions a week. The course runs on a fixed live cadence, not on-demand video, because critique and studio work happen together in real time. Recordings cover a missed session, but the two-a-week rhythm is the format.

What tools do I need?

Figma for everything you design. You’ll also ship to a live URL using Framer, Webflow, or code with AI assistance, and Elite students work hands-on with Rive and Jitter for advanced motion.

Frequently Asked Questions

Is this for beginners or experienced designers?

Both. We start with fundamentals everyone needs, then branch into project work matched to your level, so beginners aren’t lost and experienced designers aren’t bored.

I already have years of experience. Do I still sit through beginner fundamentals?

Yes, for the first two months. Pro and Elite build on Base’s sixteen sessions, not around them. The bar is different (tighter briefs, a harder weekly clinic, a higher submission standard), but everyone starts at the same vocabulary. Most “senior” work fails for the same first-principles reasons.

If I join at Pro or Elite, do I repeat the Base content?

No. Base, Pro and Elite sit on one spine, not three separate tracks. Pro is Base plus a month, Elite is Pro plus a studio month, and nobody sits through the same session twice regardless of which tier they join at.

Will I learn logo design or brand identity?

No. You’ll learn to use illustration, icon and brand systems at a professional standard, and extend them with GenAI. You won’t build a brand or a logo from scratch. If that’s what you need, this isn’t the right course.

I have a full-time job. Can I keep up?

Yes, if you can commit to two live sessions a week. The course runs on a fixed live cadence, not on-demand video, because critique and studio work happen together in real time. Recordings cover a missed session, but the two-a-week rhythm is the format.

What tools do I need?

Figma for everything you design. You’ll also ship to a live URL using Framer, Webflow, or code with AI assistance, and Elite students work hands-on with Rive and Jitter for advanced motion.