Loading image...
Womp Hero

Womp is a browser-based 3D modeling platform that makes 3D beginner-friendly and easy.

I lead Product & Design at Womp 3D, empowering everyone to bring their ideas to life in minutes.
Create in WompWorks in the browser. No install.

"Kushagra kept the product moving forward every single day. His ability to bridge engineering, design, and business thinking made him invaluable to the team. He always understood the full picture, which helped him make the right decisions for the product."

Praneeth PotnuruProduct Designer at Womp
Womp 3D Design illustration 2

600k+ users

Registered creators, from first-timers to pros.

150k+ projects

Community projects shared publicly on Womp.
What I do

I'm not particular about titles at all. Here, I'm a product manager, designer, and engineer, all in one.

Loading image...
Leadership

Product, Design & Code

I like to build. To do that well, I need to understand what it is, how it looks, and how it works. I don't need to be the best at everything, but I need to understand.

If I can't it, I can't truly empathize with the people who actually do it.

Bring Agency

It's about caring enough to step up. If we're blocked, say with design, I will design it, and I do design it. I'm not attached to any title; I'm attached to shipping and the outcome.

I will do whatever is needed - big or small - to keep us moving forward.

Ship Things

I learn best by putting things into the world. You can debate forever, but you only find the truth when a user interacts with your work.

Shipping early, even if it's rough, is the only honest way to validate that we're moving in the right direction.
Product Philosophy

Building at Womp has shown me firsthand what it takes to connect users, technology, and business.

01

There's a lot of value in agency

I have learned that leadership, at least in startups, is really about agency. It's being the person who assumes the responsibility of helping people stay oriented toward the same goal: build something users actually want, and can actually use. The hard part is that different disciplines approach that goal from different angles, and those don't naturally align. My role has evolved into keeping those angles aligned. I'm never the smartest person in the room, and all I bring to the table is my ability to think across disciplines.
02

Your users see product as a whole, and not as a sum of its parts

The biggest problem I've seen is siloed thinking: engineers think like engineers, designers think like designers, and product managers think like product managers. But users don't think that way. They don't care who or which team made a decision. They only care whether what they're using makes sense. This disconnect is where most product problems live. When engineers optimize but ignore usability, when designers focus on aesthetics but miss technical constraints, when product managers chase metrics but lose sight of user value, that's when products fail.
03

Not every solution is good or right

I hated the term “design thinking.” It felt obvious, like of course we should think about users. Who else will you build for? But I've now come to appreciate the point. A problem can have thousands of solutions. The goal is finding the solution that actually works for users, not you personally. If the problem is “get from point A to point B,” you could walk, run, cycle, drive, heck even ride on someone's back. They all technically solve the problem. But not equally well. We often make the mistake of not differentiating between what a “solution” is, and what a “good solution” is.
04

Make it intuitive, don’t explain the confusion

Designers sometimes see a usability problem and respond with tooltips, callouts, or alerts. But users rarely read them. And without testing, you don’t know if it helped. This is a common pattern: when something is hard to use, the first instinct is to explain why it’s hard. But the better solution is usually to make it easier. Instead of adding a tooltip to explain a confusing button, redesign the button so it doesn’t need explanation. If we’re adding layers of explanation, it’s often a signal we’re solving the wrong problem.
05

Emphathy beats guesswork

Engineers sometimes ship prototypes without thinking about users at all. When they do, it's often the “If I were a user, I would…” logic. That's not user thinking. That's guesswork. Thinking like a user requires empathy, and yeah I know, it's a cliche at this point, but it means understanding the user’s context, constraints, and mental models. Even small choices change when you do that. If a button could go on the left or right, the effort is the same either way. But if the right placement is better UX, putting it there reduces churn later, makes the designer’s job easier, and speeds up shipping.
06

Protect team sanity

One area where I don’t compromise is team sanity. I don’t want people working overtime, stressed, or carrying unnecessary deadlines. Good work comes from people who are well-rested, focused, and engaged. When people are exhausted, they make worse decisions, they’re less creative, and they take shortcuts that create bigger problems later. Startups are chaotic. We still ship fast and make trade-offs. But I see it as part of my role to shield the team from noise so they can focus on solving real problems.

Theme

Accent color

Gray color

Appearance

Radius

Scaling

Panel background