Transparent by default

No surprises.
No agency nonsense.

Here's exactly how working with me goes, what it costs, and what you can expect at every step. I'd rather you know everything upfront than have an awkward conversation halfway through.

A quick note before we get into it.

I'm not an agency. I'm one person: Angela, a senior UX/UI designer with 10+ years of experience and credits that include AAA games, enterprise software, and healthcare platforms. I've worked with massive budgets and I've shipped my own game on Steam with almost none. I know what real design work costs and I know what it feels like to be a small team that can't afford it.

Right now I'm finishing my business degree, which means I have time and genuine motivation to take on freelance work for the clients I actually want to help: indie devs, small businesses, and scrappy startups who deserve great design but can't pay $15,000 for it. That's the whole deal. No bait and switch, no hidden fees, no junior designer doing your project while a senior takes the credit.

You get me, doing the work, at a price we figure out together based on what you actually need and what you can actually spend. If I can't make your budget work I'll tell you that upfront and we can figure out what we can do within it, or I'll point you somewhere that might fit better. I'm not interested in taking money from people I can't genuinely help.

Angela Clemons
Senior UX/UI Designer · AC Studios

The Process

How a project actually goes.

Every project is different but they all follow the same general shape. Here's what to expect from start to finish.

You reach out

Fill out the contact form on the main page. The more detail you give me, the faster I can respond with something useful. Tell me what you're building, what's broken, what your budget is, and when you need it. Nothing is too rough or too early stage.

Contact Form No commitment Response within 48hrs

We have a real conversation

I'll reply with honest feedback on your project and a realistic picture of what's possible at your budget and timeline. No sales pitch. If something isn't feasible I'll say so. If it is, we'll talk scope: what gets done, what gets cut, what can wait for a future phase.

Email or video call Budget-first conversation No pressure

Scope & agreement

Once we agree on what we're doing, I write up a simple project brief: what's included, the timeline, the payment schedule, and the revision rounds. You approve it, we're off. Before any work starts, I send the first PayPal invoice for 50% of the total. That deposit holds your spot and covers the initial work. The second 50% comes due when I deliver the final files.

Simple written brief Clear deliverables 50% PayPal invoice to start

Design & feedback loops

I work in rounds. First I'll show you a direction, you give me feedback, I refine. Every project includes at least two rounds of revisions. I share work in Figma so you can leave comments directly. I don't disappear for three weeks and send you a finished thing you didn't expect. You're involved the whole time.

Figma for reviews 2+ revision rounds included Regular check-ins

Handoff & launch

When we're done I hand off everything clean and organized: annotated Figma files, exported assets, documentation, and a walkthrough of anything complex. If it's a website build I'll do a live walkthrough with you so you actually know how to manage your own site. You shouldn't need me for basic edits after launch.

Organized Figma file Asset exports CMS training included Final 50% PayPal invoice on completion

Pricing

Honest about money.

I don't post fixed prices because every project is different. What I do post is exactly how I think about it.

The philosophy

Budget-first, always.

Tell me what you have. Seriously. I'd rather know your real number than have you guess at what I charge. If your budget is small, we figure out what's actually possible within it and we agree on that clearly before I start anything. I'll never bill you for something we didn't agree on.

Scope over price

We adjust what's delivered, not the quality.

A smaller budget doesn't mean worse design. It means a tighter scope. Maybe we do three pages instead of eight. Maybe we skip the full research phase and move straight into wireframes. The work I deliver is always done properly, we just agree upfront on how much of it fits your budget.

Rough ranges

Something to anchor your expectations.

Small website or landing page: lower hundreds to low thousands. UX audit: a few hundred dollars for a fast turnaround. Full product UX/UI: mid-range, depending on scope and complexity. Game UI: flexible, especially for indie devs. Consulting hour: very accessible. Ask me directly if you want a real number for your specific project.

The bottom line

I'm not trying to get rich off your small business.

I'm trying to do good work for people who deserve it and can't usually access it. I'm also trying to build my freelance reputation while I finish school. That makes us a good match. Reach out and let's have an honest conversation about what you need and what you can spend.

What's Included

What you get vs. what costs more.

No surprises on the invoice. Here's a straight answer on what's standard and what's an add-on.

Always included
  • Direct communication with me, not a PM or account manager
  • At least two rounds of revisions on all deliverables
  • Organized, annotated Figma handoff file
  • Exported assets in the formats you need
  • Walkthrough call on delivery so you understand the work
  • 14-day post-launch support for small fixes
Add-ons (discussed upfront)
  • Additional revision rounds beyond what's agreed
  • Scope added mid-project (we just re-agree on the brief)
  • Rush delivery (under 1 week turnaround)
  • Stock imagery or icon licensing fees (passed through at cost)
  • Ongoing retainer or maintenance after the 14-day window
  • Custom illustration or motion design (quoted separately)

FAQ

Questions I actually get asked.

Yes. Reach out and tell me the real number. The worst that happens is I tell you what I can and can't do at that budget, and you leave with an honest picture instead of a guess. I've worked with very tight budgets before and I'd rather help you figure out what's possible than have you assume it's out of reach.

I invoice through PayPal. When we agree on a project I'll send you a PayPal invoice directly to your email, no account required on your end to pay. Standard split is 50% upfront to kick things off, 50% when I deliver the final files. For smaller things like a UX audit or a consulting hour I invoice the full amount upfront. For larger projects we can break it into three milestone payments. Just let me know what works for you.

You've got 14 days of post-launch support for small fixes, things like copy changes, color tweaks, alignment stuff. If you need more substantial changes or ongoing work after that, we can set up a simple monthly retainer or I'll quote the additional work separately. I'm not going to leave you stuck.

That's actually one of my favorite situations to come into. Book a consulting hour and we'll spend the time figuring out what you actually need before you spend money on anything. It's the fastest way to get clarity and avoid paying for the wrong thing. A lot of people leave that call with a much cleaner picture of their project than they came in with.

Both. One-off projects are great for audits, website builds, or specific deliverables. Ongoing retainers work well if you're a startup that needs a consistent design presence without hiring full time. I keep my retainer clients to a small number so I can actually give them real attention each month. Reach out and we can figure out what makes sense for your situation.

For a first conversation: just the contact form filled out honestly. For an actual project kickoff: access to any existing assets, a clear point of contact on your side, and the 50% deposit. The more context you give me early, the less back-and-forth we'll need before I can start producing real work.