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
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
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
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 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 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

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
Build a visual language and prove it on one surface that moves and opens at a URL.
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Foundation
Anatomy Pro
3 Months
Turn that visual language into a coherent product: systems, components, states, responsive, a working prototype.
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Popular
Anatomy Elite
4 Months
Art-direct, choreograph and ship a body of work: five to seven projects and a reel, not one capstone.
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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.

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© 2026 Molades. All rights reserved.

Molades
© 2026 Molades. All rights reserved.

Molades
© 2026 Molades. All rights reserved.