A direct-to-consumer store for an artist's album world

Project overview

A direct-to-consumer store for an artist's album world

Most artist merch stores go wrong in one of two ways. Some are gorgeous campaign sites where actually buying something feels like an afterthought. Others are clean templates with a logo dropped on top and no sign of the artist anywhere.

I wanted one that did both — a store where the album's look and feel survives all the way to the payment screen.

GNX store hero: the title headline set on black beside a Buick Grand National under studio light

Role

Solo designer

Tools

Figma

Type

Concept project

Scope

6 screens, 2 breakpoints

Unaffiliated concept project. Not an official artist or label store. All artwork, product design and photographic treatment is my own; no official campaign assets were used.

The brief

Make the album's world survive the checkout

I picked an album named after a car, because that gave me something real to pull colors from instead of a vague mood. Night asphalt, chrome, orange streetlight, tail-light red. Every color in the store traces back to something in that world.

The homepage is the easy part. The hard part is keeping the brand alive through a size picker, a quantity box and a card form — places where being clear matters more than looking good.

Homepage

Every section either sells or removes a reason not to buy

The hero sets the scene. The countdown adds urgency while people are still paying attention. The product grid gives four quick ways in. The story band catches anyone who scrolled past without clicking. The shipping and returns row answers "is this real merch?" before the sign-up form asks for an email.

Every section is either selling something or clearing away a reason not to buy.

Full GNX homepage on desktop, from hero and countdown band through the featured grid, editorial band, trust row and footer

Shooting the products on red ties them together as one collection instead of four separate things.

Product page

Price sits above the choices, not below them

The price comes before the format and color options, so you know what you are choosing between before you start choosing.

The "only 3 left" note sits under the add to bag button, not above it. Above the button it feels like pressure. Under it, it feels like you made a good call.

The button repeats the price, so nobody has to stop and check what they are about to pay.

GNX product detail page on desktop showing the gallery, buy box, format chips, variant swatches, quantity stepper and related products

Sold-out options are never shown with color alone — the format gets a line through it, the color swatch gets a slash.

Mobile experience

On mobile, the buy action never leaves the screen

The add to bag button stays stuck to the bottom of the screen, showing the price and which version you picked. If you have scrolled down to the other products, you still know what you were looking at and can buy without scrolling back.

The layouts get rebuilt for small screens rather than just squeezed. The hero stacks instead of sitting side by side, the product grid drops from four across to two, and the countdown becomes three lines. The product card has its own mobile version so the photos keep the same shape.

GNX homepage on mobile with stacked hero and two-column product gridGNX product page on mobile with the sticky add to bag bar pinned to the bottom of the screen

Checkout

Checkout removes every exit

Checkout has no navigation. Just the logo and a line saying the page is secure. Every link up there is a way for someone to wander off, so the step indicator does the job of telling people where they are instead.

Steps you have finished collapse into a short summary with an edit link, so the form does not feel like it goes on forever. On mobile the order summary folds into one bar with the total, and the totals appear again just above the pay button — hiding the total is one of the main reasons people give up on mobile checkouts.

GNX checkout on desktop showing the step indicator, collapsed contact and delivery summaries, shipping options, payment fields and order summary

The pay button shows the amount. If it just said "Pay" and you had to scroll up to check the total, that is where people hesitate.

Design system

The system underneath

Raw color values live in one layer. On top of that sits a second layer that names what each color is for — page background, primary action, low stock. Components only ever point at those names, so changing a color is one edit instead of a hunt through the file.

Three typefaces, three jobs: a condensed one for big headlines, a plain one for body text and buttons, and a monospace one for small labels and prices. Prices use fixed-width numbers so they line up down a product grid. Headline styles have their own mobile sizes rather than being shrunk by hand.

GNX design system board showing semantic colour tokens mapped to primitives, a type specimen across three families, and the button variant grid

Six component sets: button, badge, input field, variant option, quantity stepper and product card. The product card carries its own desktop and mobile size variants.

Accessibility

Contrast, targets, and never color alone

  • The brand red passes AA in both directionsThe red passes contrast checks both as text on the page and as white text on a red button, so I never had to pick between the palette and readability. The amber does not pass as text, so it only ever gets used as a background with dark text on top.
  • No state relies on color aloneSold-out formats get a line through them, sold-out color swatches get a diagonal slash, and sold-out product cards get a dark overlay and a label. Someone who cannot tell the colors apart still knows what is unavailable.
  • Targets and focusEverything you can tap is at least 44 by 44 pixels, including the small color swatches and the plus and minus buttons. The keyboard focus outline is defined once and applies everywhere, rather than being redrawn for every component.

What I'd do next

Where I would take it

  • Test the countdown bandThis is the boldest call on the homepage and the one I would want real numbers on. I would test it against a plain "limited run" badge and watch how many people add something to their bag — not how many click the band itself. Its job is to make the whole page feel urgent, not to be clicked.
  • Design the post-drop stateA countdown means there is a moment when it hits zero. Sold out, join the restock list, and here comes the next drop are all real screens. A store that only works on launch day is not finished.
  • Map the design to platform structureI would map the product page onto how a commerce platform actually builds pages, marking which parts a merchandiser can rearrange on their own and which need a developer. That is the difference between a design that hands off cleanly and one that causes arguments later.
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