A creative tool for turning logic into form, motion and interaction.
QubeGraphix is a node-based creative environment. Build procedural visuals, design responsive experiences, connect sensors and hardware, and create systems that respond and evolve, on screen and in the physical world.
A desktop tool where you build through connected logic. Every node contributes to a system that runs continuously, generating visuals, driving interactions and connecting directly to hardware.
Imports SVG, PNG and JPEG. Exports PNG, SVG, animated SVG and MP4 (and, with QubeGraphix for business, a C# project, a standalone app and WebAssembly for the web).
Shapes, matrices, modifiers. A rectangle on a grid plus noise on its rotation is already a living scene. Every parameter takes a modifier, and every modifier takes another.
Plug in a controller, a sensor, a touch surface. QubeGraphix listens, with no glue code.
Print, web, stage or prototype: there is a way out.
One graph follows the work. It grows, and you never redraw it.
Logic and interaction are born with the graphics: a sketch already moves and answers.
Components that carry logic. Change one, and everything built from it follows.
A knob, your phone, a sensor: in seconds the design responds.
The work is alive on screen, and anyone in the room can try it.
Real hands on real controls. Values tuned on the spot, without rebuilding anything.
The same graph becomes the product, with QubeGraphix for business.
Short on time? An AI assistant can draft the first graph. How it works ↓
Wherever the interface meets a physical product. Next to Figma or on its own, the design goes past the static frame into a prototype people try with their hands.
VJs, generative artists, performers, makers. Every input is a node wired into the graphics, and the show keeps going while you change it.
A tunnel steered from your phone, sound you can see, a retro game.
A gauge or a reactive dashboard that would take days to hand-code. Design it visually, drive it over OSC from any language, run it in your product.
Running it in your product: full version, not the closed betaThree primitives, no code. Ask an AI assistant for a scene, then study it node by node.
Teaching a class? Say so when you request access.
Building a product? See what I do for companies.
Describe what you need to Claude, look and behaviour together. It writes the full graph. Open it in QubeGraphix and every value is a node you can see, tune and rewire.
The assistant builds the first version. You spend your time on the feel and the details.
The assistant hands you the whole graph. It shows how the thing works, node by node.
The result is a system. Change one value, and everything updates at once.
It comes with the beta and runs on your own Claude account.
Design has always been shaped by the tools we use. I started building my own because the experiences I wanted to create were moving beyond what traditional tools could offer.
Over time, my work in automotive, aviation, hi-tech and luxury took me into increasingly complex environments, where visuals, logic, interaction and physical behaviour became inseparable.
QubeGraphix grew out of that journey. A tool built around the way I believe design should work: where logic becomes a creative material, and form, motion and behaviour emerge from the same connected system.
Form follows logic.
If it resonates, I'd love to have you in the closed beta.
I'm inviting a small group (designers, developers, students, creative practitioners) to shape what QubeGraphix becomes. I already use it in real projects, and I'm sure others will surprise me with ways of using it I haven't imagined. Tell me who you are and what you'd make with it.