I design websites and interfaces that carry a brand's own logic — a natural extension of the identity rather than a template it has been fitted into, built for the screen from the first sketch.
(Tihomir Dimitrov)
I design and build websites for brands that would rather be remembered than merely found.
UI/UX designer & Developer
Let's talk(About Me)
The web is crowded, and most sites disappear into it. I build the ones that don't.
Tihomir Dimitrov
An independent designer and developer based in Sofia, working across strategy, art direction, interface design, motion and front-end development — the full arc of a website rather than one slice of it.
I start from what a brand is actually trying to say, then shape how it looks, how it moves and how it behaves around that. None of it gets renegotiated on the way, because the same person carries it from the first sketch to the live site. It also means there's nobody else to blame, which does focus the mind.
Work
Every project starts with a different question and ends somewhere it could only have ended.
(Case Studies)
Eight websites, each taken from the first conversation through design, motion and build to the day it went live.
(8)
Explore all case studies(Skills)
Form is never decorative — it's the first thing a brand says about itself, and it says it long before anyone reads a word.
Key skills & capabilities
Motion, WebGL and hand-written front-end. Movement isn't decoration applied at the end; it's how a site explains itself, and it's the difference between a page people look at and a place they remember being.
Architecture, editorial print and industrial design — a pull toward restraint, structure, and things that were clearly made by someone who cared how they would hold up.
(Services)
Strategy, design, motion and build, carried end to end — so the idea that reaches the browser is the one you approved.
Let's work together(development)
Websites built to be felt, not just looked at.
The design moves into code without a handover, so nothing is approximated in translation and nothing turns up at launch as a surprise.
(design)
Interfaces with a structure you can feel before you read a word.
Layout, hierarchy and pacing carry the meaning, so the page makes sense at a glance; the detail is what earns the second look.
(art direction)
One point of view, held all the way through.
Every project gets a single idea — a look, a rhythm, a way of moving — and every page, image and transition is measured against it.