AdPipe / SuperGIF — Enterprise Video Creation Workflows
Foundational workflows and design-system infrastructure for enterprise video creation, asset management, brand-kit controls, versioning and export states.
Context
AdPipe sat in an interesting middle ground. The company had a real creative operation around video repurposing, but the next step was productisation: turning what a team could do manually into workflows an enterprise user could understand, repeat and trust inside software.
That is a harder design problem than it looks.
Video tools easily become bloated. Asset libraries become dumping grounds. Brand controls become vague. Export states become an afterthought. And when a product has grown out of a service operation, the first temptation is to mirror internal processes instead of designing the user's actual workflow.
The work was to turn messy creative production into structured software without stripping out the flexibility that made the service valuable in the first place.
The product problem
The core problem was not "how do we let people make videos?"
The real problem was: how do we help teams create, adapt, manage and export branded video assets without depending on a service team for every variation?
Enterprise users needed control, but not chaos. They needed speed, but not a blank-canvas editor. They needed reusable brand rules, but not a rigid template machine. The product had to support asset management, generation, editing, review, versioning and delivery as one connected workflow.
That meant the interface needed to answer practical questions quickly: Where are my assets? What can I make from them? What version am I working on? What format is this for? What brand rules apply? What happens when export fails? What can I safely reuse?
My role
I worked as Senior Product Designer from May 2022 to March 2023.
My role covered product design, workflow definition, interface systems and design-system infrastructure across broad areas of the web application. I helped translate product themes into buildable flows, reusable patterns and clearer interaction models.
The work covered both creation and management surfaces: video generation flows, asset libraries, content request forms, brand-kit controls, versioning, export and download states, account management and reusable components.
Designing the creation workflow
The creation workflow had to avoid two extremes.
A fully open editor would give users too much surface area too quickly. A rigid template picker would make the product feel limited. The middle path was guided creation: enough structure to move users forward, enough flexibility to adapt to real campaign needs.
That meant designing flows for social resizing, trimming, text tools, graphics tools, audio controls and reusable brand elements as parts of a coherent system rather than disconnected features.
The interface needed to make creation feel progressive. Users should understand what they were starting with, what could be changed, what was locked by brand rules and what output they were working toward.
Asset and content management
The asset library was not just storage. It was part of the production workflow.
Users needed to find videos, images, folders, generated assets, reusable content and past outputs without thinking like an internal operations team. That required clearer asset cards, preview states, folder logic, search, tags and content request flows.
The product needed to support both retrieval and decision-making: not only "where is this file?" but "is this the right asset to use for this output?" That distinction shaped the way assets were presented, grouped and acted on.
Brand-kit and reusable controls
For enterprise video creation, brand consistency is not decoration. It is infrastructure.
The brand-kit work was about making reusable controls visible and usable: logos, colours, typography, layout rules, reusable graphics and campaign constraints. The goal was to reduce repeated judgement calls without making the product feel locked down.
A good brand system inside a product should not require users to remember the rules. It should make the right choices easier and the wrong choices harder. That was the design logic behind the brand-kit and reusable component work.
Versioning, export and delivery states
Export and download flows are often treated as the end of the product. In practice, they are where trust is either confirmed or broken.
Users needed to know what was being exported, in which format, for which platform, from which version and with what status. Success states mattered. Failure states mattered more. A vague failed export can turn an otherwise useful creative tool into a support problem.
I designed clearer version-control patterns, export and download management and success and error states so the product could communicate progress and failure without forcing users to decode technical states.
Design system foundations
A product like AdPipe needs a design system early because the same interaction patterns repeat across many surfaces: cards, controls, slide-overs, pagination, upload flows, sidebars, buttons, typography, iconography and empty, error and success states.
The design-system work was not about making a polished component library for its own sake. It was about reducing product entropy.
Reusable patterns made it easier to move from broad product ideas to buildable screens. They also helped keep creation, asset management and account workflows from feeling like separate products.
What changed
The work helped turn broad product and service themes into structured software workflows.
Instead of treating video creation as one large editor, the product could be understood as a connected system: assets, generation, brand controls, editing, versions, export and account management. That made the work easier to scope, easier to build and easier to discuss across product and engineering.
What this proves
AdPipe proves that I can work in ambiguous enterprise SaaS contexts where the product is still being shaped.
I can take a service-led operation, identify the repeatable workflows inside it and turn those workflows into product structure, interface patterns and design-system foundations.
That is the work I enjoy most: not decorating an already obvious product, but finding the system inside the mess and making it usable.