/

LottieFiles Creator

LottieFiles Creator

LottieFiles
Creator

Evolving a browser-based motion editor across two major releases — from stabilising core features and workflows to supporting AI-assisted creation.

Developer & Design Tools · SaaS

Industry

Product design · Design engineer

Role

In-house · v1.0 + v2.0 major releases

Type

2024-2026

Timeline

Web

Platform

Creator workspace

Claude Code — post-QA fixes across the editor

The full editor: a browser-based workspace where Lottie animations are created, edited and prepared for handoff. Every area below sits inside this one surface.

01 / Overview

Enhancing and developing
a professional motion editing tool
through two major updates.

Enhancing and developing a professional motion editing tool through two major updates.

The brief

The editor had grown feature by feature: controls lived in different places depending on when they were added, and the timeline, outliner and properties panel each followed their own logic.

My work across v1.0 and v2.0 was to make these areas behave as one system — without asking existing users to relearn a tool they already used professionally.

My scope

The product needed to evolve across various surfaces, including layer hierarchy, properties, and AI-assisted creation. My focus was on redesigning core UX/UI, creating new workflows, enhancing features, and ensuring quality in implementation.

My role

Senior Product Designer on a ~20-person Creator team, close to the CEO, PO, engineering and other LottieFiles teams. Three modes: designed from scratch, improved existing UX/UI, and shipped changes in code.

Working constraint

In a mature professional tool, every change to an existing feature shipped iteratively — never as a single release.

02 / Creator v1.0

Bringing consistency to the most
complex parts of the editor

Bringing consistency to the most complex parts of the editor

The v1.0 work focused on the complex areas of the editor, including UX interactions, properties, layer hierarchy, and keyframes. The goal was to enhance consistency and extensibility without requiring users to relearn the tool entirely - establishing a stable base

for what came next

The v1.0 work focused on the complex areas of the editor, including UX interactions, properties, layer hierarchy, and keyframes. The goal was to enhance consistency and extensibility without requiring users to relearn the tool entirely - establishing a stable base for what came next.

Property panel

Claude Code — implementation, UI consistency fixes

Consolidated controls that had accumulated in different places over time into a single panel, so new effects extend one structure instead of adding another location to learn.

New effects propeties in Property panel

Claude Code — prototype, then implementation

Extended the modifier set with new effects and custom fill and stroke options, reusing the existing control patterns so added capability did not add a new mental model.

Outliner

Claude Code — prototype, then implementation

Rebuilt the layer hierarchy and drag-and-drop so nesting and reordering stay predictable in deep compositions — the part of the editor users touch most often while working.

Assets panel

Claude Code — prototype, then implementation

Gave assets a dedicated panel previewing every resource in use, so checking or replacing an asset no longer means tracing it back through the layer tree.

Timeline and keyframes

Figma + Claude — handoff · Codex — QA rounds

Unified the timeline with keyframe editing, context actions and zoom, and rolled it out in stages so keyframing became learnable for new users without breaking existing habits.

03 / Creator v2.0

Reducing the initial learning
curve for Creator v2.0

Reducing the initial learning curve for Creator v2.0

Discovery

After v1.0, growth flattened. I built an Amplitude dashboard to see where users stopped: which actions preceded an export, and where first-time sessions ended. The data showed most new users left before creating a first keyframe, which reframed the problem: the barrier was not editing power, it was the cost of producing anything worth editing.

Design implication

The v2.0 direction used AI-assisted creation to reduce lower initial entry point costs, aiming to provide users with an editable starting point without replacing the timeline or keyframe model.

The v2.0 direction used AI-assisted creation to lower the cost of getting to a first editable result, aiming to provide users with an editable starting point without replacing the timeline or keyframe model.

Motion System

Figma + Claude — handoff · Codex — QA rounds

Reusable motion values defined once and applied across selected layers — the consistency of design tokens, brought to animation.

Plugins system

Figma + Claude — handoff · Codex — QA rounds

Moved plugins out of the left menu into a dedicated panel holding both built-in and community plugins, keeping the main interface to the options needed while animating.

Plugins details view

Figma + Claude — handoff · Codex — QA rounds

Added a details view so users can judge what a plugin does before running it — a requirement once the panel had to hold plugins contributed by the community.

04 / Design → shipped

From design to code

From design
to code

LottieFiles went AI-first in 2026. I used AI coding tools to carry changes from design and PRD straight through code, PR, and merge — engineering owned the final review.

My workflow

01 - Explore & frame

Me

Define the problem, explore ideas, write the PRD

Define the problem, explore ideas,

write the PRD

AI

Structure scope, generate variants, draft an implementation plan

02 - Build & iterate

Me

Steer the build, review output, prepare for

production

AI

First working implementation from the plan,

PRD, and design

03 - Ship & QA

Me

Run QA, confirm post-review fixes

AI

Automated first-pass QA, flag issues, apply fixes

Engineer

Final code review and merge

The output

Delivery model

  • Small features and fixes owned end-to-end by the designer, including post-review fixes.

  • Complex features handed off as interactive prototypes in Claude Code, each on its own GitHub PR.

  • PRD writing shifted entirely to product designers.

QA as a workflow

  • Every change — designed, built, or fixed — went through review as a built-in step.

  • I built a reusable AI-assisted QA workflow that made reviews systematic and caught gaps faster: user stories, spacing, visual regressions, responsiveness, edge cases.

Outcome & deliverables

Outcome & deliverables

2

Major releases across a two-year engagement

7

Editor surfaces designed, rebuilt or quality-reviewed

38

Created and marged PRs


Motion System

An end-to-end design system for animation (values/tokens like Figma), applied across selected layers — the layer that scales motion.

Full ship cycle

Changes shipped as a designer: design → PRD → code → PR → merge, with prototypes as handoff and a reusable QA workflow.

What I learned

In AI-assisted creation, the quality of generation isn't the sole factor. The larger benefit was reducing the cost of creating an editable starting point before users needed to master the timeline.

Got a project in mind

or need a design partner?

©Designed and Developed by Konrad Księżopolski 2026. All rights reserved.

Got a project in mind

or need a design partner?

©Designed and Developed by Konrad Księżopolski 2026. All rights reserved.

Got a project in mind or need a design partner?

©Designed and Developed by Konrad Księżopolski 2026. All rights reserved.