Brand identity + product + motion

Kubo: a brand for an iPhone app that turns anything you walk around into a 3D model

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Kubo is an iPhone app. Walk once around a chair, a plant or a pair of sneakers, and about a minute later you have a 3D model to share, sell, place in a room or print. We built it from scratch: the name, a world of sunlit film stills where the thing being captured is half real and half cubes cut from its own material, the soft-cube character and its wordmark, the capture app and its Lock Screen moments, and the launch on posters, a bus shelter, a crewneck and stickers.

Project
An Alterra Studio project: we built the company's brand, product and launch from scratch
Stage
Consumer AI app, seed stage
Services
Naming, world and key art, the character, wordmark and app icon, the iOS capture app and its OS surfaces, posters, out-of-home, merch and stickers, animated board
Tools
Imagine (our in-house design app), Nano Banana Pro, GPT Image, Seedance, HyperFrames
01The challenge

Show a real thing becoming 3D

None of nine funded 3D capture apps shows a phone capturing a real thing on its first screen. Six open on a finished render.

Kubo is an iPhone app. Walk once around a chair, a plant or a pair of sneakers, and about a minute later you have a 3D model to share, sell, place in a room or print. Its buyer is someone who collects, sells or makes things and already lists them on resale apps.

The brief, in a founder's words: "Buyers on resale apps have stopped trusting photos; our sellers need a homepage that shows a real thing becoming a 3D listing in a minute, not another gallery of renders."

1.25x

as likely to sell: second-hand handbags with better photos, in a study of about 75,000 listing photos.

Source: Cornell Tech, 2019

32%

of UK buyers on second-hand marketplaces reported a scam in two years. 15% of them got the wrong goods.

Source: Which?, 2024

26%

more 3D printers under $2,500 shipped in 2025 than in 2024.

Source: CONTEXT, 2026

Three doubts, and the screen that answers each

"Scanning takes ages and comes out as a melted blob."
The capture screen shows one number, the share of the armchair covered. Every side you have walked past turns to cubes, a dotted seam marks where they stop, and one chip says which side is next. You see what is missing before you finish.
"I'll spend an afternoon fixing the mesh before I can print it."
Print asks what anyone can answer: a size on a slider, true to life or in cubes, one of three finishes, then a price and a delivery day. There is no mesh step.
"A 3D model could be faked. I want to know the thing is real."
The model sits on its own photo. Drag the seam and it gives way to the picture it was made from, in the same place, with the real size and the number of photos under the name.

What we left out

A finished render on the first screen (6 of 9)
The capture: a real armchair in a lived-in room, half turned to cubes cut from its own leather.
"Anyone", "easy" or "best" as the promise (7 of 9)
The job instead: walk round it, get a model in about a minute, then share, sell, place or print it.
A dark ground with a neon or purple glow (4 of 9)
Plaster, oak and low May sun in a lived-in flat. Gerbera orange marks one thing per frame.
Fidelity specs as the pitch (4 of 9)
What you do with the model, as four buttons under it: Share, Sell, Place, Print.
Fantasy figures and game props as samples (3 of 9)
Things people own and sell: an armchair, a cobalt cup, gerberas, a fig, a sleeping cat.
02World and key art

A sunlit flat, one thing in cubes

We drew four worlds as four-picture grids, each in a different medium, and built Kubo from two of them: the flat and its light from one, the cubes from another.

Half Real set things on a studio sweep with physical cubes cut from their own material. Sunroom made film stills of a lived-in flat in low May sun. Pixel Pop shot die-cut card pixels on sunflower yellow. Toy Voxel drew everything as clean 3D voxels.

Ryan's note on the first two: "1 and 2 are cool." A second round merged them in one prompt and lost the idea, so the rule merges them instead: Sunroom's flat and light, Half Real's cubes, worn like the thing they are cut from. The key art is someone capturing a half-cube armchair, made at 4K with a flat grey phone screen so the real capture screen could be pinned in.

World 2, Sunroom: a fig, an armchair, a mug and a cat in a sunlit flat, each half turned to cubes
Sunroom. Kept for the flat and the light.
Gerberas in a white vase with cube flower heads, a hand holding a phone beside them
Half Real. Kept for the cubes, cut from each thing's own material.
A cobalt cup whose glaze turns into glossy cubes along one seam
Half Real: the cobalt cup.
World 3, Pixel Pop: headphones, a camera, a skateboard and a suitcase with die-cut pixel halves on yellow
Pixel Pop. Not taken forward.
World 4, Toy Voxel: a sneaker, a bonsai, a shelf and a camera as clean 3D voxels
Toy Voxel. Not taken forward.
Kubo key art: a woman kneels by a leather armchair with her phone; the side she has captured has turned into cubes cut from its own leather
The key art, with the real capture screen on her phone.
03The logo

A soft cube with eyes

The mark is half round and half square, like a thing halfway through its capture. In motion it breaks into the same nine cubes every object does.

We drew 17 candidates, each one made from an earlier one, and set them on one sheet in the order they were made, at full size and at 64 pixels. Ryan narrowed it to 02 or 03, and we kept 03. It is traced as drawn, a 99.9% match to the drawing, with the four eye discs refit as true circles so they can move.

Then we made the letters ours: the counters of the b and the o became soft squares, a cube inside each. Of three colourways, purple, gerbera orange and cobalt, orange stayed. It is the only colour in the logo, and the letters are never orange.

Sixteen logo candidates, 02 to 17, each at full size and at 64 pixels, with the symbols alone at 32 pixels
Candidates 02 to 17, numbered in the order they were made.
The wordmark twice: as drawn with round counters, and with square counters in the b and the o
The letters as drawn, and with square counters.
The lockup in purple, gerbera orange and cobalt, each on plaster and on shadow
Three colourways. Orange stayed.
The mark at 512, 64, 32 and 16 pixels on plaster and on shadow
The mark down to 16 pixels, where each eye becomes one dot.
The Kubo lockup, an orange soft cube with eyes beside the wordmark, on plaster and on shadow
The lockup on plaster and on shadow.
The logo's move, looping.

The character

The mark is a character, and every pose is built from the logo's own paths: idle, looking left and right, a 90 ms blink, curious, capturing, happy, and broken into cubes. It is never redrawn, only posed.

Its signature move takes 700 ms: nine cubes close in, get cut by the body's outline and snap into one soft cube, eyes arriving last. Played backward, it is the capture.

The character in eight states: idle, look left, look right, blink, curious, capturing, done and cubes
Eight states, one construction.
The snap in four frames: cubes apart, closing, half real and snapped
The snap in four frames.
04The board

The identity board, as a 10-second film

One idea runs the board: the thing being captured is half real and half cubes, in every cell.

It carries the key art with the live capture screen on her phone, the clip where the armchair's cubes fill back into leather, the capture screen itself, the posters and a bus shelter, the palette as cubes of real material, and the logo snapping together. A cube dissolve is the cut between cells. It's made for LinkedIn and X, so it loops.

Ryan scored it 8.5 out of 10, the best concept board to that day.

05UX

One job, written down before the screens

Walk round a thing, get a model in about a minute, then share it, sell it, place it or print it. Every screen, state and haptic of that flow was written down before it was drawn.

Eight screens carry the job: the Shelf, framing the thing, the capture, a second low ring, building, the model, selling, and placing or printing. Leaving the app doesn't stop it: a Live Activity on the Lock Screen and the Dynamic Island keep the count while the model builds.

Three rules hold throughout. One thing moves at a time, the object first and its label after. Exits run about 30% faster than entries. Every haptic has a twin you can see.

The capture screen speaks only when it has to

Too fast
"Slow down a little." The live cell stretches into a short streak, with one warning tap.
Too dark
"More light, or turn on the torch." The torch button pulses once.
Too close or too far
"Step back" or "Come closer." The outline's steps grow or shrink.
Lost the object
"Point back at the chair." The cubes dim to 40%.
Lap closed
"Low ring next: crouch and go round once more." A second ring appears below the first.
Ready
"Good to go." Finish turns solid.
Paused
"Paused · 214 photos kept." The feed dims and the cubes hold.
Three iPhones on black: the Shelf of captured things, the capture screen at 61 percent and the finished armchair model
The core of the flow: the Shelf, the capture and the model.
06Directions

Three ways to show progress

We drew the key screen three ways on the same armchair, so only the interface changed.

D1, Floor dial: a ring of 72 ticks lies on the floor round the chair, hidden by the chair where it should be.

D2, Instrument: a clean feed over a warm-black panel with the share covered, photos, time, light and a 360° tape in three rings.

D3, The object is the progress: a big number over the wall, a dotted seam where the cubes stop, the next cube filling in and one chip that says which side is next.

D3 went forward, because it puts the brand's one idea to work. Jev leaned the same way on the written descriptions, by a little: 0.44 against 0.39 and 0.37.

Direction 1: a ring of ticks on the floor round the half-cube armchair, 61 percent between the cubes
D1, Floor dial.
Direction 2: a warm-black panel with 61 percent, photos, time, light and a three-ring tape
D2, Instrument.
Direction 3: 61 percent of the armchair over the wall, a dotted seam and a Right side next chip
D3, The object is the progress. Kept.
07Design system

Plaster, oak and one orange

Plaster, oak and low May sun for the world. Shadow for type. Gerbera orange marks one thing per frame, and only on something real.

SF Pro runs the app at three weights, on a scale from 84 points for the capture number down to 11 for tags, with tabular figures on every number. Spacing runs on 8 points. Gabarito sets the posters and the board, and the name is only ever the wordmark.

Contrast is measured: ink on plaster 13.2 to 1, white on cobalt 6.6, ink on orange 5.2. White on orange is 2.9, so it is never used.

  • Plaster #E9E1D6The walls of the flat, the app's ground
  • Oak #B88A5AFloors, sills and shelves
  • Shadow #2B2622Type, the letters of the lockup, the dark ground
  • Oxblood #6E2A22The armchair's leather
  • Fig #5E7F5APlants and their cubes
  • Gerbera #FF6A1FThe character and the capture button, once per frame
  • Cobalt #2A4FD6The second signal: the List button and the cup's glaze, never beside orange
The palette as six material cubes on a windowsill: plaster, oak, oxblood leather, fig, cobalt and gerbera orange
The palette as cubes of real material.
The Kubo app icon and wordmark on plaster among floating labels from the app
The app icon among parts of the interface.
Eight objects before and after capture: sneaker, camera, mug, cactus, radio, bottle, croissant and a wooden duck, each half turned to cubes
Every object breaks into cubes of its own material: canvas, metal, glaze, terracotta, glass, pastry, wood.
08The app

Ten screens and the Lock Screen

The capture screen does what the brand says: the object is the progress bar.

On the Shelf, each card shows its model's cubes in one corner. Starting a capture frames the thing in an outline that follows its own steps. Building has no spinner: the photo gives way to cubes, then to a smooth model. The model sits on its photo, so you can drag the seam and check one against the other.

Sell writes the listing from the capture, with the model as the first photo and the only cobalt button in the app. Print starts from a size, not a mesh. The states are drawn too, from the empty shelf to a capture that's going too fast.

The Shelf: an armchair, a cobalt cup building, gerberas and a fig
The empty Shelf: the character on a bare shelf
Starting a capture: the sleeping cat in a cube-stepped outline
The capture: 61 percent of the armchair, Right side next
The capture state Slow down a little
Building your armchair, about 38 seconds left
The model on its photo with Share, Sell, Place and Print
A fig tree model placed at real size beside the armchair
The listing, with the 3D model as the first photo and a cobalt List it button
Print Miso: an 18 cm print in cubes beside the sleeping cat
The Lock Screen with a Live Activity: Building your armchair
The Home Screen with the island counting down and Kubo widgets
A hand holds an iPhone by a sunny window while Kubo shows the leather armchair part turned into cubes
The finished armchair model on its own photo, with its real size and Share, Sell, Place and Print
The model sits on its photo.
Place, Sell and Print: a fig tree model in a room, the armchair listing and a print of the sleeping cat beside her
Place, Sell and Print.
Two iPhones on a sunlit wall: a Kubo Live Activity on the Lock Screen and Kubo widgets on the Home Screen
Leave it building: the Lock Screen and the island keep the count.
A hand holds the Kubo Shelf by a sunlit window, its captured things laid out in two columns
09Motion

Every tick has something to see

The product films show the interface at work, and two clips move the world's own pictures.

A cube fills in: in three stepped frames the cell takes the photo's own cube, a haptic tick lands with a ring you can see, and 61 rolls to 62, only the changed digit. Then Building grows into the finished model on a spring, the chair holding its place in the photo all the way.

Two clips move the world. The armchair's cubes fill back into leather as the capture on her phone finishes, and cube gerberas open into real flowers, one head at a time.

The product moment, a 7.2-second loop.
A cube fills in.
Building to model.
The gerberas open.
The capture, from across the room.
10In the world

On the street, and on a carry-on

Three posters in the world's own light, a bus shelter, a crewneck and a sheet of pixel stickers.

Poster: Half there already, over half-cube gerberas on a windowsill
Poster: Every angle, over the half-cube armchair
Poster: She slept through it. Took a minute. A sleeping cat beside its felt-cube copy
The Every angle poster in a bus shelter in low sun
An oat crewneck with the orange mark embroidered on the chest, held with a half-cube mug
Pixel stickers of the mark, a gerbera, a mug and a bottle on a carry-on in window light
The Kubo sticker sheet: the mark, the wordmark and pixel versions of captured objects
The sticker sheet.
The lockup on the crewneck's chest, close up: the orange mark and a tone-on-tone wordmark
The lockup, embroidered tone on tone.
Social

The brand in the feed

A mockup of how the brand would run on X. Not a live account.

Kubo avatarFollow

Kubo

@getkubo

Walk around anything with your iPhone. About a minute later it's a 3D model to share, sell, place in a room or print.

kubo.linkJoined October 2026

74 Following5,316 Followers

Pinned

Kubo @getkubo · Oct 19

Meet Kubo. Walk around it. 3D in a minute.

Kubo @getkubo · Oct 20

Every side you've walked past turns to cubes, so you can see what's missing before you tap Finish.

Kubo @getkubo · Oct 22

Posters are up.

The Every angle posterThe poster in a bus shelter in low sun
11Credits

Credits and how it was made

Brand, product and launch, made by the Alterra Studio team on 19 and 20 October 2026.

Ryan picked the world and narrowed the logo to two. The worlds, the key art, the logo candidates, the photographs and the two clips started as generated images and video, then were chosen and finished by hand; the logo was traced. Every screen and product film is drawn in code from one tokens file, so the interface is real and renders at any size, and the board is built in code from the finished pieces.

Who did what

Strategy and research
The brief, three buyer doubts, and an audit of 9 funded 3D capture homepages
Identity
Four worlds, the key art, 17 logo candidates and the trace of the one we kept, the letters, three colourways, the character's eight states and its snap
UX
The core flow on iOS, written down screen by screen with every state, haptic and transition
Product design
Three directions for the capture screen, 10 screens, the Live Activity, the Dynamic Island, widgets and the app icon
Motion
The board, the product moment and two interface demos, and two clips that move the world
Launch
Three posters, a bus shelter, a crewneck, a sticker sheet and the X profile
Tools
Imagine (our in-house design app), Nano Banana Pro, GPT Image, Seedance and HyperFrames
Method

The category audit

We scored 9 funded 3D capture and image-to-3D companies on our startup homepage benchmark. They beat the average, and all nine miss the same three things.

Each homepage was scored on 12 criteria, 0 to 2 each, at 1440 and 390 pixels wide. The group averages 15.6 out of 24, above the 14.1 of our wider benchmark: 8 of 9 look established and 7 of 9 keep a tight type and colour system. Only 9 companies met the sample rule, so the audit has 9 rows, not 10.

The gaps are on the first screen. None shows a phone capturing a real thing, none names its buyer there, and none says what the model is for: selling it, placing it in a room or printing it. Only 3 of 9 say what they do in five seconds at both widths. Kubo's key screen answers all three: a real armchair mid-capture, with Share, Sell, Place and Print under the finished model.

Homepage score out of 24 (12 criteria, 0 to 2 each): 9 funded 3D capture and image-to-3D companies, October 2026
  1. Company A19
  2. Company B18
  3. Company C18
  4. Company D16
  5. Company E16
  6. Company F14
  7. Company G13
  8. Company H13
  9. Company I13
  10. Benchmark average, 100 startups14.1

Alterra Studio startup website benchmark 2026. Companies are anonymised.

The offer

What we'd ship

For a real consumer AI app, this is Brand + Product design.

Brand
Name check, world and key art, the soft-cube character and its eight states, the wordmark, app icon, palette and type, and the rule for orange
Product
The capture app's core flow on iOS: shelf, capture, building, the model, place, sell and print, with every state, haptic and transition written down, plus the Live Activity and widgets
Launch
The animated board, the capture film, three posters, a bus shelter, a crewneck, a sticker sheet and the X profile
Next build
A homepage whose first screen is the capture itself, at desktop and phone width
After this

What's next

  1. Build the homepage with the capture on the first screen, and score it on the same 12-criteria benchmark as the nine we audited.
  2. Test the capture screen with five people who sell on resale apps, timing a first capture from tap to model.

Want this for your company?

Book 30 minutes. We'll tell you what we'd change first in your brand and on your first screen, and what it would cost.

Book a call, get a price range

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