Build

Three ways in.
None of them start with a sales call.

You do not need to know your blanks, your decoration method or your quantity breaks to get started. You do need to know what the moment is. Pick the path that sounds closest and we will tell you honestly if it is the wrong one.

Pick a path.

The difference between these is how much of the creative direction you already have, not how much you are spending.

  • Create with AI

    For
    Teams with a moment and an audience but no product direction yet
    Typically
    Concepts in days

    You describe the moment, the audience and the constraints. You get creative territories and product recommendations back, generated against real factory constraints rather than as free-floating renders. Every recommendation cites the inputs it came from, and concept is kept clearly separate from production truth.

  • Build from a product

    For
    Teams who know the garment they want and need it made properly
    Typically
    Quote in days, product in weeks

    Start from a catalogue item — a specific hoodie, hat or tee — and build outwards. Minimums, lead times, decoration methods and regional options are known up front, so the conversation is about the product rather than about whether it is possible.

  • Launch with experts

    For
    Teams who want the whole thing run, not a tool to run it with
    Typically
    Scoped per programme

    Our team takes the strategy, creative, sourcing, production, storefront, fulfilment and reporting. You approve at defined gates and see cost, margin and timing at each one. This is the path most first drops take.

Categories

Where we are strongest.

The launch focus is deliberately narrow. Hats, hoodies and T-shirts are the categories where we can hold quality, timing and margin at the same time — so those are the ones we take on first.

  • Apparel

    Hoodies, fleece, T-shirts and cut-and-sew, with screen print, DTF, DTG and embroidery. The core of the current catalogue.

    Available now

  • Headwear

    Caps, beanies and structured hats with embroidery, patches, custom trims and specialty finishing.

    Available now. Category-specific 3D preview is on the roadmap, not live.

What we will tell you before you commit

Whether the timeline is realistic. A launch window that does not allow for sampling and QA is a launch window that produces a defect, and we would rather say so at the brief stage than at the approval stage.

What it will cost and what it will make. Landed cost, retail, contribution and royalty sit beside the concept, with the confidence level and the date each cost figure came from. Not after the design is approved.

Whether the rights work. Artwork, likeness, logos and licensed IP all have to clear before production, not before shipping. If clearance is outstanding, that becomes a gate rather than a risk we absorb quietly.

Where a generated visual stops being real. AI is genuinely useful for exploring direction fast. It is not a manufacturing spec, and we will not let one be mistaken for the other.

Before you choose a path

The two decisions that most affect what a drop costs, explained in full.

  • Decoration methods

    Five ways to get artwork onto a garment. They are not interchangeable, and choosing the wrong one is the most common reason a drop costs more than it should.

  • Minimum order quantities

    A minimum is not a sales tactic. It is the point below which setup cost swamps everything else — and knowing where that point sits changes what you should order.

Still not sure which path?

Send the brief with "not sure yet" selected. Working out the right path is our job, not a prerequisite for talking to us.