Hey, I'm Sultan Musk. I design interfaces for a living and probably for fun too, if I'm honest — most weekends I'm still sketching screens nobody asked for. Started out just trying to make things look less ugly, ended up caring way more about how they feel to actually use.
I've worked on everything from quick freelance logos to product flows used by a couple million people, and somehow the small stuff still trips me up the most — naming a button, picking a shade of grey, that kind of thing. I think that's just how design works once you've been doing it long enough.
Outside of work I'm probably playing a strategy game badly, reading something half-related to design, or rearranging my desk for the fifth time this month. Full story's on the About page if you want the longer version.
So, a bit about me. I'm mostly self-taught — no design school, just a lot of late nights, tutorials I half-watched, and a stubborn refusal to ship anything I thought looked bad. I got into this around 17, copying app layouts I liked into Photoshop just to see if I could rebuild them. Turns out I could, kind of, and I never really stopped.
These days I work across product design and front-end, which honestly happened by accident — I kept getting frustrated handing off designs that developers couldn't quite pull off, so I learned enough code to bridge that gap myself. Now I usually end up being the person in the room who can talk to both designers and engineers without translating.
I don't have some grand design philosophy I repeat at parties. I just think most software is more complicated than it needs to be, and I like the process of stripping things back until they make sense. Some days that means redesigning a whole flow, other days it's just moving a button 4 pixels because it was bothering me — my old teammates used to tease me about that one.
I've also made a fair share of bad decisions along the way — a rebrand that went too far, a button color I was way too attached to, a client project I should've scoped better. I keep most of those stories to myself, but they're the reason I'm a lot more careful now about asking "why" before I open Figma.
If I'm not working, I'm usually deep in a strategy game I'm mediocre at, half-reading a book I'll probably finish next year, or somewhere new with a camera trying to get one decent photo out of two hundred. Mixed bag, but that's me.