Loudpixels
000.

We build the things people actually use

Websites, apps, custom software, AI and interactive media — designed, engineered and looked after by one team. No handoffs, no vendor chain.

The studio

A small studio, on purpose.

The people you meet on the first call are the people who build the thing.

No account layer, no rotating bench, no handover to a team you never met.

What we do

Marketing sites, dashboards and SaaS platforms built on a real design system — so the tenth page costs a fraction of the first, and speed never becomes a later project.

  • Next.js & React
  • Headless CMS
  • Design system
  • Core Web Vitals budget

Native and cross-platform apps for iOS and Android. We handle the parts teams underestimate — offline behaviour, store review, signed release pipelines — not just the screens.

  • Swift & Kotlin
  • React Native
  • Offline-first sync
  • Store submission

Internal tools, integrations and workflow automation. We time the manual work your team repeats every day, then delete it — the interface is whatever is left after that.

  • APIs & integrations
  • ERP / CRM bridges
  • Workflow engines
  • Data pipelines

Managed infrastructure, monitoring, security patching and a named human on the other end of the ticket. Support plans that do not quietly expire the month after launch.

  • Managed cloud
  • CI/CD
  • Alerting & on-call
  • Backups & recovery

Assistants, retrieval systems and model-powered features wired into real products. We build the evaluation harness before the demo, so gains are measured rather than felt.

  • LLM applications
  • Retrieval / RAG
  • Agents & tools
  • Evaluation harness

Playable campaigns, 3D configurators and real-time experiences — built to hold sixty frames on the phone your audience actually owns, not the one on our desk.

  • Unity
  • WebGL & Three.js
  • Realtime multiplayer
  • Shader & motion
How it works
01 — Week 1–2

Discover

We map the problem, the users and the constraints, then time the manual work worth deleting. You leave with scope, timeline and a fixed price.

02 — Week 2–4

Design

Flows first, pixels second. A clickable prototype exists before a line of production code is written.

03 — Week 4–14

Build

Two-week sprints, a demo every Friday, staging always live. The riskiest screen gets built first.

04 — Ongoing

Run

Launch, monitor, iterate. We stay on as your engineering team, or hand over documented code.