There was a period long ago when, as a designer, I could build immersive things in one tool.
Macromedia Flash was the instrument—chaotic, crash-prone, oddly musical in how it handled time—and, if you knew it well enough, you could animate, interact, prototype and publish without handing anything off to anyone. The distance between an idea and something you could actually touch was almost nothing. Design and building happened in the same session, sometimes in the same breath.
Then the stack got complicated, and rightly so in many ways. What we started building demanded more rigor, more specialization, and more separation between the people making decisions and the people writing code. The Flash generalists either became developers or became directors. The middle ground where design and building briefly overlapped closed up. And for the next fifteen or so years, if you wanted to show a client something that felt real, you had to mash together a combination of clickable prototype and After Effects which was incredibly time consuming and hot or miss.
Clickable prototypes filled the gap for a while. They were better than nothing. But they were also obviously not the thing—flat, static, unable to communicate much beyond sequence. You could show the journey but not the texture. And the texture is usually what sells.
What Claude Code actually changes.
What I’ve noticed over the last year working across multiple projects at Huge is that the middle ground is back. And this time it isn’t limited to the specialists.
Using Claude Code, designers can now prototype the complete product experience before a development sprint has started. Not a clickable mock. Not a concept video. A working, interactive prototype with real animations, real flows, real responses—covering every job to be done across the product surface. We’re talking 100% of the flows, at around 60% depth. The 40% that isn’t there yet is the deep component-level craft—the resolved type system, the edge cases, the accessibility work. That comes later. What’s there is enough to inhabit.
The constraint this removes isn’t time, primarily; it’s dependency. Designers no longer need a development resource to make something feel real early. What development can do instead (and this is where the model gets interesting) is consult. Vetting feasibility, flagging technical considerations, making sure what’s being proposed isn’t going to hit a wall in production. That’s a much better use of engineering attention at the vision stage than building something that might get redirected after client feedback.
