EN

Promethee

Year
2026
industry
Productivity App

Deep work, with a scoreboard.

Promethee is a desktop app that tracks deep-work sessions and turns them into XP, streaks and a weekly leaderboard, shared with a community of builders. Most productivity tools promise focus and deliver a to-do list. Promethee borrows from Strava and from games instead: you work, you post the session, you climb.

Brand Appart partnered with Promethee on its launch: a cinematic launch film, and a Figma design system rebuilt from the product's own codebase, so the team can ship the next screens as fast as the first.

The challenge

Show the feeling, not the interface

A productivity app is a screen full of counters. The launch had to sell the sensation of progress, from a first session to the top of the board, without turning into a product tour.

Gamification that feels earned

Points, tiers and guilds are the hook. Rendered the usual way, they read as a game for kids. Promethee is built for the hardest-working people on earth, so the film had to feel serious before it felt playful.

A product that ships faster than its design

The app is built code first. Without a source of truth in Figma, every new screen started from scratch and drifted a little further from the last.

Brand Strategy

Not a to-do list. A training log.

We framed Promethee the way an athlete reads Strava: the session is the unit, the log is the proof, the leaderboard is the reason to come back. That one shift set every creative decision that followed.

Real people at real desks rather than abstract UI. The product's key components animated on top of the scene rather than a full interface walkthrough. And the leaderboard running through the whole film as a single thread, from newcomer to the top guilds coming to recruit.

Deliverable

A film that climbs, and a system that keeps up.

We wrote the storyboard, directed the shots and shipped the launch film: photoreal, cinematic scenes of people at work, the product's components layered on top, and a leaderboard that climbs from the first frame to the last. The ending stays minimal: the Promethee logo, and a download.

In parallel, we extracted the product's design system from its codebase into Figma: tokens, components and the core screens (home, leaderboard, profile, guilds, session end), each one measured against production so the file matches what ships.

Result

Promethee doesn't make you work more.

Promethee makes the work visible, turning solitary deep work into a shared climb and a habit worth keeping.

The film launched with the product. The design system now gives the team one source of truth to build the next screens from, in Figma and in code.

Questions
we actually get

What is Promethee?

A desktop app for Mac and Windows that tracks deep-work sessions. Each session earns XP and feeds a streak, a weekly leaderboard and a community feed where builders share what they shipped. Think Strava, for work.

What did Brand Appart deliver for Promethee?

The launch film, from storyboard to final cut, and a Figma design system extracted from the product's codebase: tokens, components and the core screens, measured against production.

Why a live-action film rather than a product demo?

Because the product's value is a feeling, not a feature list. Photoreal scenes of people at work carry the sensation of progress, and the product's key components appear on top of them, so the film sells the climb without turning into a tutorial.

Why rebuild the design system from the code?

Promethee ships code first. Reading the design system out of the codebase, rather than redrawing it from memory, gives the team a Figma file that matches production, so new screens start from what actually exists.

Credits

Creative Director
3D & Motion Designer
AI Visual Generation
Project Manager
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Jaws Group