Been Quiet. Still Building. Mixtape Just Went Live.

2026-05-17

It's Been a Minute

If you've noticed things have been a little quiet around here, you're not imagining it.

Most of my energy lately has gone into the unglamorous part of running a studio: building products, shipping client projects, and maintaining more WordPress websites than any human should reasonably have to maintain.

And after all this time, I can still confidently say:

WordPress still sucks.

I'm not saying that to be edgy. I'm saying it because I keep living it: plugin updates that break layouts, dashboards that feel like they're held together with duct tape, and that low-grade anxiety every time you click "Update All."

There's a longer rant in the works (you know me). For now, just know I'm still in the trenches with everyone else's legacy installs while quietly building things that don't require a sacrifice to the plugin gods every Tuesday.

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Meanwhile, on the Shore of Lake Superior

All that maintenance noise aside, we've also been quietly building some really special things here in Duluth, Minnesota, on the shore of Lake Superior, where the creative community punches well above its weight.

One of those projects just went live.

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Mixtape: A Launch Experience Worth Sharing

We partnered with Annapurna Interactive and Beethoven & Dinosaur to build a custom web experience for the launch of Mixtape, a soundtrack-driven coming-of-age adventure and one of the highest-rated games of 2026.

The goal wasn't just a marketing site. It was to bring back the ritual of making a mixtape: finding songs, shaping a mood, designing the J-card, and sharing something that feels personal.

You can explore the full case study here:

👉 asdf.design/work/mixtape

Or jump straight to the live experience:

👉 makeyourownmixtape.com

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What's Next

I'll have a proper deep dive on the design and development process coming soon: the technical constraints, the nostalgic UX, the collaboration with Annapurna and Beethoven & Dinosaur, and what it takes to ship something this interactive on a game-launch timeline.

Until then: thanks for sticking around while we build in the background.

If you're working on something ambitious in Duluth, across the Twin Ports, or anywhere else, get in touch. I'd love to hear what you're making.