← All work
012023 — now

Unmarked Apparel

Unmarked Apparel is my own company, making custom kits, jerseys, and gear for sports teams and gaming clubs. Because I run it solo, I own every layer of it, the identity, the customer-facing team stores, and the admin platform I actually run the business from. It is the clearest example of how I like to work, where the design decisions and the code that ships them are the same job rather than two separate handoffs.


Role
Founder · Product Designer · Engineer

Year
2023 — now

Disciplines
BrandProduct designDesign systemsFull-stack build

01/The brand

Team apparel is a crowded market, and most vendors compete on price and turnaround time. I wanted to position Unmarked on design quality instead, so teams come to us for kits that actually read as their own identity rather than a template with a logo dropped on top of it.

I built the identity, voice, and visual system to feel premium and understated, so the product itself carries the design and the branding stays out of the way of it.

02/The team-store experience

Each client team gets its own online store where players can browse their custom gear, choose sizes, and order directly. I designed and built the whole storefront as a Next.js app on Supabase, so the catalog, the per-team stores, the cart, and the checkout are all one system.

The interface is deliberately quiet. A player, or more often a parent, should be able to find their kit, pick a size, and be done. Every decision is optimized for that, because a confused parent at 11pm turns into a support ticket that I am the one answering.

Custom team sun hoodie design
Reversible jersey design
Custom windbreaker design

03/The admin platform

1
person operating the full stack

The part customers never see is where most of the design work actually lives. I built the back office that runs the company, so I can create and configure team stores, manage the product catalog, track orders through production, and handle the print-file handoff to the factory, all from one place.

Designing your own internal tools is a discipline in itself. There is no one to hand a spec to, so the interface has to be honest about the real workflow, with batch actions where the work is repetitive, guardrails where a mistake gets expensive, and nothing on screen that does not earn its place. It is the same systems thinking that goes into the token work, just pointed at operations instead of pixels.

04/The pipeline

A one-person company only works if the operations are designed as carefully as the product is. So I built a repeatable pipeline that runs from first contact all the way to printed gear, with a structured design brief and concept kit for onboarding, 3D product renders for proofing, and a set handoff process for print files with the production factory.

The result is an experience that feels like working with a full studio even though it is just me, because the system does the heavy lifting in the background.

/Contact

Let’s build something with good bones.

bones.ianc@gmail.com

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