Screenhance
Building the tool I kept wishing existed.
Independent product · Founder
- 3K+
- creators
- 10K+
- exports
- 0 → 1
- product and GTM

What this work was really about
I built Screenhance after repeatedly turning the same product screen into a website hero, App Store set, Product Hunt gallery, social card and demo. The work was not difficult because each visual was unique; it was difficult because every destination had a different size, structure and export requirement.
Screenhance is now an online editor for device and physical mockups, store screenshots, website and launch graphics, motion templates and product recordings. More than 3,000 creators have used it and produced over 10,000 exports.
The product problem I chose
Existing tools tended to fall into two categories: powerful blank canvases that required design expertise, or single-purpose mockup generators that produced one attractive image and stopped. Product teams still had to rebuild the work for every launch surface.
My product bet was that the screen itself should remain the subject, while the editor handled framing, depth, layout, motion and destination-specific sizing around it.

What I designed and built
The editor supports device, browser, apparel, packaging, print and outdoor mockups; coordinated App Store, Google Play and Chrome Web Store sets; website graphics, Product Hunt galleries, social cards and animated templates. Users can also record a product, turn it into a focused demo and export PNG, WebP, JPEG, GIF, WebM or MP4.
Every layer stays editable. A user can replace the product media, change copy and type, adjust colour and framing, tune movement, and export at the exact size required by the destination.


Founder scope
My role spans product strategy, interaction and visual design, positioning, pricing, onboarding, template direction and go-to-market. I use support conversations, observed creation patterns and export behaviour to decide which workflows deserve dedicated tools rather than adding features to a generic canvas.
That has meant expanding deliberately—from static mockups into coordinated store sets, localisation, motion and recording—while keeping the core creation flow direct enough for people who are not designers.
Pricing around the way people launch
The pricing model reflects two distinct behaviours. Some people need a focused week of clean exports for one launch; others ship product visuals continuously. Screenhance therefore combines a free tier, a one-off seven-day Launch Pass and an ongoing Pro plan rather than forcing every user into a subscription before they can test the full product.
Traction and the next product questions
Screenhance has reached more than 3,000 creators and over 10,000 exports. Customer feedback consistently highlights the direct flow, the template quality, the one-week pricing option and motion that feels polished without taking over the product.
The ongoing challenge is breadth without sprawl: deciding which launch jobs should become focused workflows, how much control non-designers actually need and how static, store and motion outputs can share more of the same product media and brand decisions.

Design calls that mattered
Build focused launch workflows instead of a generic blank canvas.
Let people try the full creative system before asking them to pay.
Design pricing for one-off launches as well as continuous product work.
Want to go deeper?
I can walk through the research, prototypes, trade-offs and implementation details behind this work.
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