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Davide Bertorello

I started in mechanical design, where being wrong is expensive and obvious. That is still how I scope software: by asking what it has to survive rather than what it should look like.

Along the way I learned to render, then to shoot, then to build the thing being rendered. Now I make products and the whole apparatus around them, which means nothing waits on anybody else.

Route here

  1. NowProductsTwo of my own in flight, and a company forming around them.
  2. BeforeRendering and filmMaking pictures of things before they existed, and filming the ones that already did.
  3. Before thatMechanical designCAD and tolerances. A drawing that is wrong becomes a part that does not fit, and that habit never left.

How the work runs

Ask the boring questions first

Budget, platform, deadline. Nobody enjoys that conversation at the start and everybody pays for skipping it.

Build something you can break

A mockup that demos well proves nothing. I want the thing early enough that being wrong is still cheap.

Ship it or kill it

A product that never leaves the folder is a hobby. Some of mine have been.

That is the whole apparatus. If it sounds like the right shape for what you are building, the next move is a message.