Artur Polatti

Principal product designer · Founder

I shape products.
And the systems
that make them work.

From the decision
to the thing in use.

I turn complex problems into useful products, align teams around consequential decisions, and build the conditions for good work to scale.

Product strategy. Systems thinking.
Hands-on design and building.

Selected work & independent practice2026 / ↓

Work at a glance.

Eight cases. Different scales of change.

Selected cases

Strategy, systems, and organizational change.

01 / NeuronsDesign manager · 9 months

Reorienting the company around buyers and users.

Bringing the overlooked analyst into focus changed our customer model. Credit inflation enabled more flexible offers with minimal platform change.

Customer model / Two personas

Buyer

Signs the check.

C-level executive or director

Multiple archetypes

Analyst

Uses the product.

The day-to-day platform user

Multiple archetypes

−14 pp

customers with unspent creditsReported across the work

+22%

customers proactively reaching out to renewRenewal interest

Company reorientation

A broader customer model.

Buyer and analyst became part of how the company understood and served customers. Design’s contribution extended into the commercial offer.

02 / NisiEducation · Principal · Current

Less rework starts before the handoff.

I reframed curriculum tooling as focused guidance inside the author’s writing flow, reducing rework and helping move a resisted proposal into beta.

Nisi authoring concept with contextual guidance beside lesson text
02 / Nisi — Design direction: guidance inside the author’s writing flow
>50%

less rework after author handoffEarly pilot evidence

16%

shorter delivery timeReported in beta

Organizational change

From proposal to pull.

Evidence helped move the work from a resisted proposal into beta, with demand from authors outside the initial program.

More product work.

Discovery, interaction, and service design.

Independent practice.

Products and a studio, built from the first decision.

01 / LyraFounder & solo builder

A calendar with something useful to say.

I narrowed a broad assistant thesis to useful calendar guidance. Recommended meeting times become Calendly availability only after the person reviews and approves them.

iOS release candidate · Calendly publishing verified on iPhone

Lyra native iOS scheduling iteration with Calendly availability controls
Calendly / native scheduling iteration
Lyra clear-week state explaining the calendar checks
Clear week / native release candidate

02 / Arbor ForgeIndependent studio · In development

Building a world — and recovering the quality bar to make it playable.

VERITAS is an independent narrative RPG built around observation, testimony, knowledge, and consequence.

I started Arbor Forge to explore not only the world itself, but the production system behind it: how creative direction, canon, interaction design, AI-assisted workflows, and implementation can stay aligned as the work scales.

Green Vale landscape visual target for VERITAS
Green Vale — art direction / visual target

WORLD

A coherent creative vision.

Story, visual language, and interaction serve the same idea: judgment changes the world. VERITAS is designed so observation changes what the player knows, knowledge changes what they can reasonably believe or do, and the world remembers the choices that follow.

STUDIO

Knowledge that survives.

Shared canon, decision history, art bibles, production references, and implementation contracts keep work reviewable across disciplines. The goal is not documentation for its own sake. It is to reduce drift between intent and execution.

PRACTICE

Human-directed AI.

AI is a production capability, not the creative authority. I define the player promise, visual references, scope, acceptance criteria, and quality bar. Agents can research, prototype, generate, implement, and test, but outputs are accepted only after they are evaluated against the intended player experience.

Execution

From visual direction to playable proof.

The early playable worked technically, but visually it had drifted far below the intended standard. I treated the mismatch as a production-system failure rather than an art-polish problem.

I recovered the approved character and world references, separated reference art from production-ready assets, created gameplay-facing visual targets, and changed the review process so visual work must now be judged in-engine and at gameplay scale.

I reorganized the agent and production workflow around the same rule: work counts once it holds up in-engine. The current constraint is deliberate: less breadth, more proof.

Current target: an art-approved, approximately 30-minute VERITAS: Two Promises playable by November 15, 2026.

Motion

The direction has to survive motion.

Still images established the visual bar. Motion studies test a different question: whether character identity, atmosphere, environmental density, and combat readability remain coherent once the world starts moving.

Generated visual studies — not in-engine or gameplay footage.

Isometric visual target for VERITAS showing the Wanderer in a detailed rural village with stone houses, gardens, paths, villagers, and warm natural lighting.
From placeholder build to playable targetA gameplay-facing recovery pass aligning character readability, environment density, atmosphere, and UI at the intended camera distance.View full size
Green Vale / Motion studyA living world in motion.Exploring ambient movement, character presence, environmental rhythm, and camera-scale readability for the playable Green Vale experience.
Isometric VERITAS combat visual target showing the Wanderer and allies facing skeletal enemies and a spellcaster in a candlelit ruined crypt.
The Buried Truth — combat directionA target for tactical readability, spatial tension, encounter framing, and lighting inside the same visual system.View full size
Dungeon / Motion studyCombat direction in motion.Exploring encounter framing, atmosphere, character readability, and spell feedback for the 30-minute playable.

From the archive

Different contexts. Shared principles.

Lunar · Lead designer

Helping people see
themselves as investors.

Research shifted the strategy from more education to fewer, more meaningful decisions. Themes became the discovery layer.

61 → 84%

onboarding completion after the redesign

Read Lunar →

How I work

Close to the craft.
Responsible for the whole.

My work moves between product strategy, interaction design, and the systems teams use to deliver. I care about what a decision makes possible for the person using the product and the people building it.

Let’s work on a problem
worth solving.

LinkedIn ↗