IAN Grossberg

A playful, curious and creative informal collective of friends and colleagues first incorporated in the summer of 2010 by Raquel Bujans, Josh Bapst and Ian Grossberg.

While collaborators are found all over the globe, nowadays Adorkable HQ is located in good ol'Bedstuy, Brooklyn, New York, USA, Planet Earth.



Marketing website here.

The Poursteady is an automated, cloud connected, pour-over coffee machine made to precisely and reliably do the tedious, repetitive work of making a cup of pour-over coffee. The machine by no means removes the role of a barista; before brewing a barista expertly sets all the steps necessary to build a recipe for their beans. The Poursteady then repeats these steps when a barista has set their cup and grounds and taps the button.

At the time of this writing we have 450 machines in 9 countries around the world.



Maui New York

Billy Reid iOS (2015)


Maui New York is a creative technology studio with a successful web commerce platform used by a number of fashion design companies.

The Billy Reid iOS app, not yet released, was built as an iOS mobile app store platform, first pitched to Billy Reid, but for Maui to use with any future clients.

Maui icon.jpg

Socratic.org (2015)

Available here.

Socratic is an online community-driven resource for students in high school and college. The folks at Socratic wanted to prototype and develop an initial Homework Assistance concept, the idea being a tool that would help unstick students from pain points in homework. The result of our work is an application in which a student snaps a photo of a homework problem and is given a set of resources to help solve their question. My responsibilities included:

  • structuring and facilitating initial product research and ideation

  • building initial prototypes for purposes of testing concept directions and technologies

  • advise engineering team on hiring approach for building mobile team

  • advise mobile engineering team on process, practice, and architecture



Byte / One / Peach approached me looking to concept creative applications of their platform that differed from the prototype mobile app they had built. Working with them once a week the result are the two working prototypes below.

Byte Mod (2015)


Byte Mod is a mod for the popular game Minecraft that provided a simple API for connect a Byte / One account and requesting individual or multiple information feeds. The first application was allowing players to connect feeds to specially built signs, later applications discussed were visualizing Byte feeds over time or pulling image Bytes in-game.



Byte Display (2015)

Byte Display is a single task dedicated device for viewing one's Byte / One feeds. It provides a rotating slideshow of all of a user's Bytes making a simple go to for keeping up to date. Later features discussed were gesture interaction for manipulating the device.

No photos of the device available at the moment.


AllPaws (2014-15)


Available here

AllPaws is an iOS mobile app and website attempting to improve the process of adopting a pet. Besides providing a modern experience for finding a dog, cat, or whatever type of pet you're looking for AllPaws is working with adoption agencies in an attempt to build an online common application and create a much needed standard of process so that shelters and adopters can focus on the important things.

When I took over the AllPaws mobile app it was half built. I was tasked with designing and implementing the remain app and features as well as bringing the previous work up to App Store quality. Since release AllPaws has been well regarded and featured on the Apple App Store's Adoption Category. 


Codecademy: Hour of Code (2013)

Available here

Created the iOS Hour of Code introductory and reengagement app for Code.org's Hour of Code initiative. The app serves to expose people who have never programmed to what code looks like and what sorts of things they can do with it.

The app has been featured multiple times on the App Store as well as been the #1 Free Education App worldwide.

Later renamed to Code Hour when Hour of Code was ™ed


Mobile Block Coding (2014)

Created a block based visual and tactile coding environment for programming on mobile devices.

Inspired by Scratch the environment is meant to provide an experience with minimal typing that replaces text code units with visually and physically tactile code blocks. The system is flexible enough that it can represent any language, for the app's purposes it was initially built to represent Javascript code.


Lumosity Mobile (2013)

Available here

Tasked to create the mobile Lumosity experience and build a sustainable team.

  • created and implemented short and long-term product timeline and development strategy
  • led development of app, games, open source cross-platform framework, tools and workflow
  • created a product focused team environment
  • heavily involved in app's UX and game design
  • served as engineering manager of mobile team

The app has been featured numerous times, frequented #1 Free Education App and occasionally as high as #5 Free Overall App in Apple App Store.

Our resulting framework, ofxGeneric, can be found here:


Wonderground (2011 unreleased)

With Roger Royce and Brandon Milos conceived of and built proposal video and prototype of a new game for ngmoco.

  • an unlockable world full of regularly released arcade style games

  • players compete against and worked with friends and community members to unlock further access to the world and its games

  • players choose a highly personable guide character to accompany them through the game

  • opportunity for ngmoco:) to reach a wide audience with very accessible and different games while provide exciting, ever changing projects and a playground for developers within the company


We Rule (2011)

A social game ngmoco purchased and maintained, their biggest money maker for a long time.

  • led engineering team through a major update release.

  • implemented key features for update release.


Steame (2010)

Steame was the first iPhone App to allow Steam users to log directly into their Community Profiles through a polished, accessible and streamlined interface.

Our goal was to get you to the Steam Community's content quickly with the ability to review the latest news, your friends status, game achievements, and more.


Cupcake Corner (2010)

Released on Facebook

Working with a backend engineer and an artist we created OMGPOP's first Facebook game.

  • built world, object, interaction, "rendering" and 3d cache system
  • built simple, easily scriptable AI behavior and pathfinding system

Frontlines: Fuel of War (2008)

Released for Xbox 360 and PC

Frontlines: Fuel of War was our entry into one of the types of games we enjoyed playing. We set out to do threefold:
One, paint a picture of a world starved on oil dependance with the events of the game unfolding in a war-torn Kazakhstan.
take a different approach than most FPS games, hoping instead to highlight the terrible nature of war rather than glorify its violence. The game culminates in an attack involving nuclear weapons and a dramatic, horrific mushroom cloud.
Three, innovate the on gameplay mechanics to provide a strongly team oriented game.

My contributions as a founding member of Kaos Studios meant playing an instrumental role in taking an AAA title from prototype to release.

  • Implemented majority of game rules and core gameplay features
  • Implemented initial UI tech and acted as initial UI tech lead
  • Worked on numerous engine additions in sound, graphics and input
  • Designed and built a few specialist weapons and worked on a few AI features
  • Worked closely with artists and level designers
  • Did discovery work on untested platforms (PS3), third party licensed libraries and risk assessment 
  • Built initial versions of automated build creation/distribution system, acted as build tech lead
  • Mentored and managed full time employees, interns and an off site contractor

DICE Prototype (2005)

As Digital Illusions' NY office we were tasked to create a new game in the then in-development Battlefield 2 engine. I came on after high level direction had been decided to design, create, test and iterate on new features. 

The resulting prototype we built was so liked by DICE that they wanted to move the team to the headquarters in Sweden to develop it into a full game.

  • built UI and menuing
  • optimized networking performance
  • built additional prototype gamemodes

Tony Hawk Underground 2 (2004)

Released October 2004 for Game Boy Advanced

  • created game progression system
  • expanded HUD system
  • fixed bugs in handheld side-scroller tool chain

Crash Nitro Kart (2004)

Released July 2004 for N-Gage

  • built N-Gage Arena (online GSM) features
  • expanded menuing system and built game menus
  • built particle effect system
  • built features for progression system