about
// unknown mediating lines
uml.studio began from something deeply personal.
Before it became a studio, it was first a way for me to give form to things I could not express otherwise. My background is in architecture, and for a long time architecture was the language through which I understood the world. It taught me how proportion creates tension, how material carries emotion, and how form can shape the way something is felt. But over time I became increasingly drawn to a smaller and more intimate scale. I wanted to create pieces that do not simply exist around the body, but stay with it. Pieces that can be held, worn, and kept close. Jewelry became that space for me.
What I make is inseparable from the things that have always moved me. I have always been drawn to contrast, to sharpness and softness, to discipline and instinct, to precision and irregularity. I am not interested in jewelry as pure decoration. What interests me is presence. I want a piece to feel as though it carries something within it. A tension, a silence, a memory, a force that is difficult to name but immediately felt.
In many ways, uml.studio exists within these unknown mediating lines. The lines between body and object, between memory and matter, between something internal and something made visible. This is where the work begins for me. Not with ornament, but with the attempt to give form to something felt.
// Design Process
The work only truly becomes real once it enters material.
Although each piece begins digitally, the final object is shaped through physical transformation. It is cast, refined, assembled, and finished by hand. This stage matters deeply to me because material always introduces something that cannot be fully predicted. It resists. It leaves traces. It demands adjustment. It changes the object.
That dialogue between control and resistance is essential to uml.studio. I do not see craftsmanship as something separate from design, but as the moment when the piece gains honesty. The hand, the surface, the weight, the small irregularities, all of these things give the object depth. What begins as a precise digital construction becomes something more grounded, more tactile, and more real.
// Manufacturing Process