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résumé

Product Designer, design engineer.

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Ahmed Gamal

Product Designer · New York

About

I design AI-native tools and ship them. Primitives, interaction models, design systems, brand, and production code. Spent three years as founding designer at Thread AI, where I took its platform, Lemma, from zero to product.

Co-Founder of The Director's Cut, a video review tool for filmmakers. Sole designer and engineer on it, front end through backend.

Six years designing inside feature-animation pipelines at Warner Bros. and DreamWorks, where I learned how multi-stage systems with hard constraints actually behave: staged dependencies, strict handoffs, deterministic output under pressure. That is the same problem AI workflow orchestration is trying to solve, and it is why I design orchestration tools the way I do.

Capabilities

→ Product + Systems

AI-native interface design · workflow and orchestration UX · human-in-the-loop and agentic systems · design systems and token architecture · 0→1 product definition · zero-to-platform scaling

→ Engineering

React · TypeScript · Tailwind · Next.js · Supabase (schema, auth, storage) · Git-based workflow, PRs into production · Claude Code and agentic build pipelines · full-stack, prototype through deployment

→ Brand + Craft

Brand identity and visual systems · motion and interaction design · environment and world building · visual narrative and storyboarding · art direction

Education

Post Grad Studies

School of Visual Arts · New York · 2016

Bachelor of Science in Architecture Design

Academy of Science and Technology · Alexandria · 2009

Experience

Co-Founder + Design Engineer

June 2026 → Current

The Director's Cut · New York

Co-founded with an Emmy-winning director. Sole designer and engineer. Owned every layer: positioning, brand, interface, front end, backend, and deployment.

  • Identified the problem from inside the industry. Directors review a cut 10–20+ times and hand off hundreds of timecoded notes to each post department every round, rewriting the same unresolved notes version after version in tools (Frame.io) built for technical sign-off, not creative feedback. Defined the product, scope, and positioning independently.
  • Designed and built the full front end in React 19, TypeScript, and Tailwind v4. No handoff, no translation loss between design and implementation.
  • Architected the backend on Supabase (Postgres + Auth + Storage): schema design with row-level security, email/password auth, cloud sync of notes and metadata, and blob storage for attachments — voice notes, frame sketches, reference images. Video runs two paths under one note layer: multi-gigabyte masters referenced on disk by fingerprint, or a private 1080p proxy on Cloudflare Stream with signed playback gated by the same RLS.
  • Deployed to production on Vercel; private password-gated preview. Walkthrough on request.

Founding Product Designer

May 2023 → Aug 2026

Thread AI · New York

First designer. Built the product, the design system, and the brand.

  • Designed the Worker Builder, Thread AI's AI workflow orchestration tool: the primitives, the canvas interaction model, and the mental models that make non-deterministic agent systems legible, inspectable, and trustworthy to operators.
  • Ship production front-end code. Own components in the codebase and open PRs directly rather than handing off specs, which removes a translation layer between design intent and what users get.
  • Took Lemma, Thread AI's platform, from zero to product: its surfaces, the underlying design system, and the company's visual identity, as the only designer through 18 engineers and two funding rounds.
  • Built and maintain the design system and token architecture as a single source of truth spanning Figma and code.
  • Designed Thread AI's brand from scratch and carried it across product, marketing site, commercial assets, and documentation.

Animation Systems + Environment Design

Jul 2017 → Mar 2023

Warner Bros. Animation / DreamWorks Animation · Los Angeles

Six years designing inside large-scale production pipelines with hard technical constraints and non-negotiable handoffs.

  • Selected into DreamWorks' competitive 12-week visual development program, then hired onto feature animation production.
  • Led environment design on animated series at Warner Bros., working the full pipeline from storyboard through layout to production — a staged, dependency-heavy system where every output has to meet a downstream department's spec exactly.
  • Delivered under fixed episodic deadlines across seven productions, including 1000 minutes of classical flagship Looney Tunes shorts.

UX Designer

January 2014 → July 2017

Braze · New York

Designed and evolved the design system and core user flows for an enterprise customer-engagement platform through a period of rapid product expansion. Made complex marketing and segmentation tooling legible to non-technical operators — the same problem class as making agent orchestration legible today.

Graphic Designer

February 2012 → January 2014

Gravity Media · New York

Designed brand assets, pitch decks, and motion graphics for media clients, supporting live broadcast productions with fast, precise design work that balanced storytelling, clarity, and visual consistency.