Punch · Day One Orientation
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How Punch Works

First doc to read, regardless of role. By the end you'll know what Punch does, who we do it for, how we ship work, who you'll be working with, and where to go next.

Read time: ~45 minutes. Don't skim. This is the doc that makes every other doc make sense. Once you've read it, you'll be ready to dive into your role-specific onboarding without spending the first week trying to figure out who does what or what the gates are.
Part 1

The Agency

Who Punch is

Punch is a creative agency founded in 2014 by Brian Tillman and Joe DePalma, based in Arlington, Virginia. 50+ team — designers, writers, developers, strategists, multimedia creatives. 400+ clients shipped. We do brand, websites, UX/UI, video and motion, and campaigns — for a specific set of industries we know deeply.

The short version of what makes us different: we're a creative agency that specializes. Most agencies sell breadth — "we can do anything for anyone." Punch sells depth — we know how cybersecurity buyers think, we know how GovCon procurement reads a pitch, we know what a B2B tech founder needs from a homepage when the product is technical and the audience is skeptical. That sector knowledge shapes the work in ways generalist agencies can't fake.

The longer version: we operate the way a small studio operates inside the body of a mid-sized agency. Tight teams, deliberate decisions, opinionated direction. We don't have a 30-person "creative pool" we throw at random briefs. Projects get assigned to small named teams who own them end-to-end — strategist, designer, writer, PM, plus whoever the work needs (motion, dev, UX, etc.). When the work crosses disciplines, the team picks up those disciplines; the team doesn't fragment.

Quick stats. Founded 2014 · 50+ team · 400+ clients · five disciplines · five sectors · Arlington, VA · we close for US Federal Government holidays (yes, that matters — most of our defense and GovCon clients run on the same calendar).

The five disciplines

If someone asks "what does Punch do?", here's the honest answer. These aren't service tiers — they're craft areas we hire for and ship in.

01

Brand

Naming, identity, visual systems, brand architecture, brand strategy. New brands, rebrands, refreshes, sub-brands. Our signature brand engagement explores three creative themes — three distinct visual + verbal directions built around the same Big Idea — so the client picks from real, viable alternatives rather than design-by-committee. Each theme gets logo, taglines, palette, typography, illustration approach, and photo style.

Brand projects also produce marketing collateral and templates (decks, business cards, social profiles, email). Deepest home of the Big Idea methodology.
02

Websites

Marketing sites, product sites, content sites, microsites. Cybersec, defense tech, B2B, GovCon, nonprofit — careful audiences, long buying cycles. Our signature: copy is written first and delivered inside a working HTML wireframe the client can click through. Then two homepage design directions get explored in Figma. AI-assisted development, SEO + Answer Engine Optimization baked in, CMS mapping at the end.

Deepest documented internal practice. Four phases, six gates, ~8-week typical timeline. See Part 6 for the deep dive.
03

UX / UI

Product UX, application UI, interaction design for SaaS and tech products. Information architecture, user research, design systems, prototyping. Often inside a larger website or brand engagement, sometimes standalone for product clients.

The lines between web, UX, and brand aren't rigid. The team flexes.
04

Video & Motion

Brand films, product videos, animated explainers, motion graphics, data visualizations. Standalone projects and motion-as-a-layer inside web and campaign work. Live action, animation, mixed. Modern and engaging without theatrics — the same restraint that defines the design work.

Often the discipline that brings a brand or campaign to emotional life.
05

Campaigns

Integrated marketing campaigns. Concept, creative, messaging, media. Typically pulls from all four other disciplines — a campaign is rarely just "ads."

The discipline that orchestrates the others around a single business outcome.
+

Cross-discipline reality

Most projects don't sit cleanly in one discipline. A rebrand drives a new website. A campaign needs a microsite. A product launch needs identity + UI + video + a launch site. The team scales to the work.

When you hear "what discipline am I in this week?" — usually two or three.
Two Punch IPs worth knowing about on day one. First, Answer Engine Optimization (AEO) — we build content for LLMs to extract direct answers, not just for Google to rank. Direct-answer-first paragraphs, JSON-LD schema, real buyer FAQs embedded in pages. This is a distinctive part of the website practice. Second, Punch CMS — our own AI-powered content management system, launching summer 2026, deployed to Cloudflare's global edge. Best fit for clients who care about performance and clean editorial workflows over plugin ecosystems. Until launch we also work in WordPress, HubSpot, and static HTML.

Who we work with

Five sectors where Punch has the deepest experience, in rough order of how much of the work they represent today. Not exclusive — Punch is open to any project that aligns with the agency's values. The filter is values-fit, not industry.

SectorWhat we do for them
Cybersecurity The biggest slice. Brand and websites for security vendors — identity platforms, threat detection, network security, governance, application security. Technical audiences, long sales cycles, intense skepticism. Our cyber work is the reason Punch is known.
Defense Tech Companies building for defense and intelligence end-users. Often dual-use tech (commercial + defense), often pre-IPO, often selling to procurement officers who buy careful brands. Adjacent to cyber but with its own audience constraints.
B2B Tech Enterprise SaaS, dev tools, infrastructure, data platforms. Similar buyer profile to cyber — technical, careful, ROI-focused. We build for the buyer who reads docs before they take a demo.
GovCon Government contractors — defense primes and subs, intelligence community vendors, federal civilian contractors. Very specific marketing constraints (no exuberance, no overpromise, frequent compliance review). Branding and sites that signal credibility to procurement audiences.
Nonprofits Mission-driven organizations. Often the work we're most personally invested in. Different success metrics — donations, awareness, advocacy — than the commercial sectors.

What unites them: complex things to communicate to careful audiences. None of our sectors reward marketing exuberance. The brands we build need to feel earned, credible, and clear. That constraint shapes everything from how we write to how we design.

What we believe

Six principles that travel across every discipline. You'll see these referenced everywhere — in role-specific onboardings, in the workflow docs, in how the work gets reviewed. Internalize these early; the rest of Punch makes more sense once you do.

Principle 01

Design and content fuse

This is the Punch methodology in one line. Design and content are never sequenced and never siloed — they enter the work together, get shaped together, and ship together. Neither is more important; neither is decoration on top of the other. Every Punch deliverable answers the same question: does the design and the words land the same point? If a section reads great but the visual loses the thread, it's not done. If the visual is striking but the copy fights it, it's not done. Both halves are the bar, every time. The best work we ship is fused work.

Principle 02

Big Idea is the anchor

Fusion needs something to fuse toward. Each engagement carries one Big Idea — a single emotional truth the work is trying to land. Not a tagline, not a value prop. A feeling we want the audience to leave with: "Assurance." "Earned trust." "Control." It's set early, and every downstream decision (design and copy in lockstep) asks: does this make the Big Idea land harder?

Principle 03

AI-assisted, never AI-replaced

We use a lot of AI tooling — Cowork, Claude Code, plugins, skills. None of it auto-ships work. Humans direct, review, judge, and approve every step. AI buys back time so we can spend it on the parts that need taste and brand judgment. We don't trust AI; we direct it. The phrase that travels with us in client conversations: "AI-assisted development" — we're explicit about how we work.

Principle 04

Client-facing posture is calm and expert

How we talk to clients matters as much as what we make. We don't use anxious language ("final," "approval," "deliverable," "batches"). We don't position the client as the boss who hands down verdicts. We're the expert orchestrators; clients are partners pointing toward business goals. The Client-Facing Team training documents this in depth.

Principle 05

The system is the leverage

We've built a real system — design tokens, plugins, methodologies, gates, naming contracts. Lean on it. When you find yourself doing something the system already does, you're spending your day on the wrong work. The judgment of when to follow the system vs break it on purpose — that's what we hire for.

Principle 06

Values-fit, not stretch

Punch is open to any project that aligns with the agency's values — not sector-restricted. Cybersecurity, defense tech, B2B tech, GovCon, and nonprofits are where we have the deepest experience, but that's where we know, not where we're limited. When a project conflicts with our values, the move is to say so. Stretching into wrong-fit work is how agencies lose their edge.

Principle 07

Write for clarity, against hype

Our sectors don't reward exuberance. Cyber buyers see through hype. GovCon procurement filters it out. Technical audiences trust restrained, accurate writing more than punchy taglines. We write for what's true, not what's loud. This isn't a style preference; it's how our work earns trust with the audiences our clients sell to.

Principle 08

Content-first, design-second

Most agencies write copy after design — and end up reshaping copy to fit layout decisions made in a vacuum. We do the opposite. Copy gets written first, delivered in a clickable HTML wireframe the client can read end-to-end before a single page is designed. Then design enters with full knowledge of what it's framing. This is one of the most distinctive Punch moves.

If you remember three of these, make it Fusion, Big Idea, and Content-First. Fusion is the headline — design and content traveling together is what makes Punch's work feel different. Big Idea is the anchor every fusion decision pulls toward. Content-First is the sequencing rule that makes fusion actually happen: copy on the table before design starts, so design has something real to fuse with. Together they're the philosophical core of how Punch makes things.
Part 2

How a project runs at Punch

There are two views of any Punch project. The client-facing view is the structure they see in the proposal — neatly numbered sections, clear deliverables, calendar-friendly milestones. The internal view is how we actually run the work — phases, gates, pulse-checks, parallel tracks, and the moments where a decision can blow up or save a week. Both views are valid. You need to know both.

The internal shape: four phases

Every Punch project — brand, website, or both — runs through four internal phases. The phases scale to the discipline. A brand project's Phase 0 is three creative themes; a website project's Phase 0 is exploring homepage direction. The names map differently but the rhythm is the same: explore wide, narrow, build, ship.

PHASE 0

Explore

Discovery, full creative brief (and the abbreviated client-portal version), three Big Idea / theme directions, sitemap. Lock the spine before anyone commits to execution.

PHASE 1

Foundation

Theme picked from three explored in Figma, homepage picked from two HTML variations, remaining-pages wireframe locked. The foundational pieces every later page composes against.

PHASE 2

Expand

Showcase pages composed, standard pages amplified, Lead Designer audits design quality, Lead Designer creates the rich visual layer (custom imagery, motion, video, GIFs) — all of it converging into The Build the client signs off on at Gate 6.

PHASE 3

Ship

Polish, QA, optimize, migrate, launch, train. The work moves from preview to production.

What's in each phase, by discipline

Phase Brand project Website project
0 · Explore Discovery — kickoff, stakeholder interviews, competitive landscape. Brief locks the Big Idea. Three creative themes drafted by three designers in parallel: each gets logo, taglines, color, type, illustration style, photo direction. Discovery + Information Architecture — sitemap, audit, analytics review, content strategy. Two homepage direction options drafted in parallel. Big Idea locks at end of phase.
1 · Foundation Client picks a theme. Lead designer refines it into a full brand system: final logo + variants, type system, color tokens, illustration kit, photography direction, brand voice guide. Content-first wireframe: strategist + writer compose the full site copy and deliver it in a clickable HTML wireframe. Homepage design picks a direction and gets built in code. Design system in sandbox/ is real.
2 · Expand Brand application: templates (decks, docs), marketing collateral (business cards, social profiles, email signatures), brand applications (event materials, internal templates). Standard pages amplified from the homepage by Production. Showcase pages composed in Cowork by designers. Dev pilots the CMS in parallel. Blog and thought-leadership content migrated.
3 · Ship Brand guide finalized. Files delivered. Optional brand-launch support (internal rollout, partner kits, launch announcement assets). SEO + AEO pass, accessibility audit, 301 redirects, CMS migration, user training, launch day support.
You'll hear "what phase are we in" constantly. It's not bureaucratic — it's how we share status quickly. If someone says "we're in Phase 1 of the Lattice rebrand," everyone knows what's happening (theme refinement) and what's not yet (collateral). The phases are working vocabulary, not paperwork.

Nine gates to ship

Between and inside the phases, nine gates structure how a project advances. A gate is a moment where we stop, check the work against the brief, and decide: move forward, fix and re-check, or escalate. Gates are internal first — we run them before any client review — and they're our defense against shipping work that we ourselves haven't QA'd. Most gates have automated machinery behind them now (the punch-website plugin's QA skills run the deterministic checks; the gate owner's judgment goes toward triage).

GateWhat gets checkedOwnerAutomated by
Gate 1 · Brief + sitemap Client signs off on the abbreviated client-portal brief and the sitemap. The three Big Ideas pass to design (no verbal approval needed — client picks among them visually at Gate 2). The project is real and ready to start. Strategist + PM + client
Gate 2 · Creative theme pick Design team has visualized each of the three Big Ideas as a real creative theme (palette, type, hero treatment, illustration approach). Client picks one of three. The picked direction becomes the brand's visual spine for the rest of the project. Lead Designer + PM + client
Gate 3 · Homepage variation pick With the chosen theme fleshed out, design team has built two homepage variations in HTML against real homepage copy. Variations differ in hero treatment (typically interactive vs traditional). Client picks one. The picked hero dictates the rest of the site's styles. Lead Designer + PM + client
Gate 4 · Remaining-pages wireframe Client reads the content-first wireframe of all remaining pages end-to-end. Copy and structure locked before any of these pages get designed. Homepage already exists as designed HTML so the wireframe covers everything except it. PM + Strategist + client punch-wireframe generates the wireframe; pulse-check captures client signoff.
Gate 5 · Per-batch QA Each batch of expansion work passes the QA checklist before client sees it. Brand consistent. Copy current (no comment leaks, no double spaces, no placeholder text). Breakpoints solid. No hardcoded values. Links resolve. Assets in the right sections. TDM (website) or Lead designer (brand). Production Artists run their own self-QA FIRST before handing to TDM. punch-production-artist-qa (artist self-QA), then punch-copy-lint + punch-link-check + punch-asset-audit (TDM verifies)
Gate 6 · The Build Client signs off on The Build — the complete designed website hosted as functioning HTML, every page, every breakpoint, every interaction working, with the rich visual layer applied. CMS migration cannot begin until this gate passes. This is the firebreak between "we built it" and "we move it into production." Without it, CMS migration consumes time on copy/structure issues the client would have flagged. PM + TDM + client Pulse-check feedback artifact for client; internal sign-off captured by PM.
Gate 7 · Pre-ship Comprehensive pre-launch QA across the entire site. Copy clean, links resolve, assets correctly placed per the manifest, accessibility passes WCAG 2.1 AA, SEO + AEO baseline in place, performance budget hit, 301 redirects ready, training prepared. TDM + Dev punch-pre-launch-qa orchestrator — runs every check, produces unified report with severity tiers. Blocks launch if any BLOCKERS exist.
Gate 8 · Launch Site is live, CMS migration complete, training delivered, retainer or maintenance handoff complete. The work has shipped. PM + TDM
Gate 9 · Post-launch (48hr) Within 48 hours of launch — verify what's actually live in production. CMS migration often introduces issues that only surface post-CMS (broken redirects, missing assets in CMS-format, performance regressions from third-party scripts, analytics not firing). Re-run the pre-launch-qa orchestrator against the live URL. Catch issues before the client does. PM + TDM (PM owns the calendar window; TDM owns the technical re-check) punch-pre-launch-qa re-run against production URLs, plus manual smoke-test of analytics, contact forms, search, and any third-party integrations
Gate culture. A gate is not a meeting on the calendar. It's a decision point you walk up to and have to argue you've passed. If something fails a gate, we don't push it through and "fix in next phase" — we fix it before moving. This is how we avoid the agency death spiral where Phase 3 becomes "fix everything Phase 1 missed." It's also how we avoid the class of launch failures we've seen post-mortem — sites that launch with comment leaks in live copy, wrong videos on wrong pages, broken links the team never caught. Most of those failure modes are now machine-detectable at Gates 5, 7, and 9. The human's job is triage; the machine catches the dumb stuff.

The pulse-check

Inside a project, especially during exploration phases, we use a lightweight feedback artifact called a pulse-check. It's how we collect client (and internal) feedback without resorting to "approval" language or "is this final?" framing.

A pulse-check is small: a few 0–10 sliders on the dimensions that matter for that moment (e.g., "how aligned does this feel with the Big Idea?", "how distinctive does this feel vs your competitors?", "how on-strategy does this read?"), a few gut-reaction words, and an optional flag for things that need a real conversation. It takes 5 minutes to fill out. We send it after every meaningful direction reveal — themes, homepage takes, brand applications — and we read the patterns, not the individual scores.

Why this matters: it surfaces drift early. If three out of four stakeholders are scoring a direction 4/10 on "feels like us," you don't need a meeting to know it's not landing. Pulse-checks catch that before it becomes a Phase 2 rework.

Client-facing posture

How we talk to clients is its own craft. The Client-Facing Team training documents this in depth, but the headline rules:

  • No "approval" language. We don't ask clients to "approve." We ask for direction, reaction, alignment. Approval framing makes the client feel like the boss judging the work, which leads to anxious, conservative feedback. We want them as partners pointing toward business goals.
  • No "final" language until something is actually final. "Final" is a high-stakes word. We use "current," "live," "in preview," "ready for direction." Save "final" for the version that's actually shipping.
  • No "deliverables." Internal word, not a client word. Clients don't want deliverables; they want outcomes. We talk about what the work does for their business, not what gets handed over.
  • No "batches." Sounds like factory output. We talk about phases of work, moments of review, or named milestones.
  • No "high-value" pages or content. Implies the rest is low-value. Everything we ship is intentional or it doesn't get shipped.
  • We're the expert orchestrators. Clients hired us because they don't know how to do this. The posture is calm, confident, opinionated — not subservient. We bring options and recommend; we don't ask clients to design the work.
If you say one of the banned words in front of a client, no one will yell at you. But the senior person in the meeting will probably reframe it on the fly, and you'll notice. After a few projects, the new vocabulary becomes natural. Read the Client-Facing Team training before your first client meeting.
Part 3

The team and who does what

Punch is 50+ people organized into five departments. The two owners sit above; everyone else lives in one of these. Knowing which department a role lives in tells you a lot about how Punch thinks about that role.

DepartmentWhat it ownsHeaded by
Strategy Big Idea, briefs, audience definition, content strategy, copywriting, brand voice. The verbal half of Fusion. Copywriters live here — at Punch, words and strategy are inseparable. AD, Strategy
Client Services Project management, technical delivery, production execution. The team that runs the day-to-day of a project from kickoff to ship. TDMs and Production Artists live here — client-facing delivery, not back-end engineering. AD, Client Services
Creative Visual craft across three sub-disciplines: Design, UX/Product, Motion + Video. The visual half of Fusion. CCO
Technical Engineering work and product management. Site infrastructure, CMS migration, performance, and Punch's own products — including Punch CMS, internal tools, and the plugin ecosystem. CTO
Operations People operations and agency marketing. How Punch runs as a company, not how it ships client work. Head of People

Projects run with small named teams — usually 4–8 people pulled from these departments depending on scope and discipline mix. Below: every role you might work with, grouped by department.

The roles, by department

Strategy

AD, Strategy
Heads the strategy department. Senior strategic voice on the bigger engagements, sets the team's standards, runs the brief and Big Idea conversations at the top of every project. You'll work with them: directly on major projects, in standards-setting otherwise.
Sr. Strategist · Strategist
Owns the Big Idea, the brief, the audience definition, the content strategy. On website projects, shapes information architecture and partners with copywriters on the content-first wireframe. On brand projects, owns strategic positioning and brand voice. Senior strategists are often the lead client voice in early-phase conversations. You'll work with them: most projects, more visible early and late, less visible mid-build.
Creative Strategist
A hybrid role — strategy with strong creative chops. Bridges between strategy and creative when projects need someone who can think strategically about visual systems or speak design-fluently about messaging. You'll work with them: brand projects and integrated campaigns most often.
Sr. Copywriter · Copywriter
The writing half of strategy. Owns the actual prose — page copy, brand voice in practice, taglines, headlines, body. On website projects, drafts the content brief and writes the pages into the HTML wireframe. On brand projects, shapes names, taglines, and verbal identity. Copywriters live in Strategy (not Creative) because at Punch, words and strategy are inseparable. You'll work with them: every project. Writing is half the work.

Client Services

AD, Client Services
Heads the client services department. Owns the bar for how Punch shows up with clients — language, posture, expectation management, escalations. The senior account voice across all active engagements. You'll work with them: when an account needs senior intervention; in standards otherwise.
Sr. Project Manager · Project Manager
Owns the timeline, the budget, the client relationship at the operational level, the gate calendar, the Asana board, and the team's protection from chaos. The PM is not just a scheduler — they're the expert orchestrator who keeps the project on track and the client informed. The most cross-cutting role at Punch. You'll work with them: every project, every day.
Tech. Delivery Manager (TDM)
Manages the technical delivery of website projects: coordinates Production Artists, partners with the Development team (in Technical), runs per-batch QA, owns the pre-ship gate. The TDM is the bridge between the design/strategy side and engineering. They don't write the code themselves — they direct, review, and gate. Notably, TDMs live in Client Services (not Technical) because their work is client-facing delivery, not back-end engineering. You'll work with them: every website project, more visible from Phase 1 onward.
Production Artist
Production-level execution work. Runs /website-design-amplifier:amplify in Claude Code to expand the standard 80% of a site from the homepage. Does CMS-format content polish after Dev migrates. Reports through the TDM line. Production Artists are distinct from Designers — they do production execution, not visual exploration or showcase design work. You'll work with them: website projects, Phase 2–3.

Creative

CCO (Chief Creative Officer)
Heads the creative department and owns the system. The CCO maintains the master Figma library, the Punch plugin, the methodologies, the gates, the cross-project standards. Also a senior creative voice on the bigger projects. You'll work with them: indirectly, every day; directly, when something at the system level needs decision or repair.
Art Director
Leads the Design sub-discipline within Creative. Senior visual oversight on the bigger projects. The AD doesn't always touch the file but is the taste-and-judgment voice the lead designer runs decisions past. ADs are often who you'll bring a hard creative question to. You'll work with them: bigger or higher-stakes projects, less visible day-to-day.
Design Team Lead · Design Team Manager
Day-to-day leadership for the design team. Resourcing, mentorship, project assignment, design standards inside the team. The bridge between the AD's strategic direction and the working designers. You'll work with them: project assignments, design reviews, escalations.
Sr. Designer · Designer · Jr. Designer
Visual craft. Logos, identity systems, page design, illustration, motion direction, asset production. On Phase 0 of brand and website work, multiple designers run in parallel exploring directions. One designer typically becomes the "lead designer" who carries the chosen direction into Phase 1 and beyond. Designers produce all visual assets (images, illustrations, icons, hero compositions) that show up in the build. You'll work with them: every project that has anything visual — which is every project.
UX Design Lead
Leads the UX/Product sub-discipline within Creative. User research, IA, prototyping, interaction patterns, design systems for product work. Often inside a larger website or brand engagement; sometimes standalone for product clients. You'll work with them: projects with product UI or research components.
Director, Interactive Design
Leads the Motion + Video sub-discipline within Creative. Sets motion direction across projects, oversees the Motion Designer, Video Producer, and Video Editor team. You'll work with them: projects with motion, video, or animated components.
Motion Designer · Video Producer · Video Editor
The Motion + Video team. Brand films, motion graphics, animated explainers, data visualizations. Sometimes a standalone project; often a layer inside web and campaign work. Live action, animation, mixed. You'll work with them: any project with film or motion.

Technical

CTO (Chief Technology Officer)
Heads the technical department. Owns the technical strategy across client work and Punch's own products. The senior technical voice on hard architecture questions. You'll work with them: when something at the technical-strategy level needs decision.
AD, Development
Heads the development team within Technical. Engineering standards, resourcing across projects, technical mentorship, hard-bug escalations. You'll work with them: development standards, project resourcing, escalations.
AD, Product Management
Heads product management within Technical. Distinct from client project management — this role owns Punch's own products, including Punch CMS, internal tools, and the plugin ecosystem. Maps the roadmap of what gets built next at the system level. You'll work with them: when client requirements should shape a Punch product, or when a Punch product needs adapting for a client.
Sr. Developer · Developer · Jr. Developer
Engineering work: branch infrastructure, CMS pilot and full migration, third-party integrations, forms, search, analytics, performance. Works in Claude Code. Reports through the AD, Development line. Partners closely with the TDM (in Client Services) on every website project. You'll work with them: every website project, Phase 2–3.

Operations

Head of People
Heads the operations department. HR, hiring, onboarding programs (yes, including the program you're in right now), culture, internal communications. You'll work with them: onboarding, role changes, anything people-side.
Marketing Manager
Markets Punch itself — agency website, social, thought leadership, lead generation, events. Distinct from the client-facing marketing campaign work the Strategy and Creative departments produce. You'll work with them: when something you make becomes Punch case study material.

How roles cluster by project type

Three common project shapes and the teams they tend to draw:

Brand-only project

PM, strategist, copywriter, 3 designers (Phase 0 themes), lead designer (Phase 1+), Art Director. ~4–8 weeks. Brand-heavy team, tighter than a website project. Strategy and Creative are the two main departments in play.

Website-only project

PM, strategist, copywriter, 3 designers (Phase 0 homepage exploration + standard page assets), lead designer, TDM, 1–2 Production Artists, 1–2 Developers. ~8 weeks. Cross-department: Strategy (brief + copy), Creative (designers), Client Services (PM + TDM + Production Artists), Technical (Developers). The TDM is the seam between Client Services and the dev team in Technical.

Brand + Website together

Everyone above, plus a Creative Strategist often added for the cross-discipline thinking. ~12–16 weeks. The brand work usually leads (Phase 0 brand themes → Phase 1 brand foundation → then website Phase 0 starts with the brand foundation in hand). PMs orchestrate the handoff between practices.

Smaller engagements scale down. A startup site might be PM + strategist + copywriter + 1 designer + 1 developer. A brand refresh (vs full rebrand) might skip the multi-theme exploration. The roles are real but the team composition flexes to scope. Your PM will tell you who's on each project.
Two department callouts worth remembering on day one. First: copywriters are in Strategy, not Creative. This is structural, not arbitrary. Words at Punch are owned by the people who own the Big Idea. Second: TDMs and Production Artists are in Client Services, not Technical. The work they do is technical, but their reporting and posture is client-facing delivery. Devs in Technical work upstream of them.
Part 4

Tools and surfaces

You'll use a handful of tools daily. Knowing which is which on day one saves you a week.

The surfaces we use

SurfaceWhat it's forWho uses it
Cowork Designer-facing chat + file tools + Figma MCP. Where you direct Claude to compose pages, iterate sections, draft content briefs, generate themes. Natural-language interface; no terminal. Designers, strategists, writers, PMs
Claude Code Terminal-based, repo-focused Claude. Where Production runs the amplifier, Dev does the CMS pilot and migration. Powerful but not designer-friendly. Production, Dev, TDM
Figma Token source of truth (each client fork has its local Punch Tokens collection). Image and asset production (hero illustrations, photography compositions, icons, custom moments — exported to the project repo for the build to use). Hero and visual exploration in Phase 0. Optional structural staging for showcase work that needs review before code. Designers (primary), strategists (review)
Asana Project tracking. Phases as sections, tasks for the real milestones (not micro-steps), gates as checkpoints. PMs own the board; everyone reads it. Everyone
Slack Fast questions, async coordination, channels per project. Big decisions get written down somewhere durable; Slack is for the conversation around them. Everyone
Google Drive Client-facing documents, brand voice docs, content briefs in early drafts before they move to the repo, proposal artifacts. Strategists, PMs, account leads
Project repo (git) Where the website actually lives — sandbox/ folder with the design system, content briefs, tokens, exported assets, dev infrastructure. Designers (mostly read), Production + Dev (read + write)
Cowork is your default if you're a designer, strategist, writer, or PM. If you're catching yourself thinking "I need to open Claude Code to do X," you're probably reaching for the wrong tool. Ask Cowork first. Cowork can call most of the same skills.

The Punch plugin

Every Punch person installs a single Cowork plugin called punch-website on day one (the CCO handles this). The plugin contains all the Punch-specific Claude skills: brand voice tools, content brief writers, sitemap generators, Figma compose/rebind/token-export, page content writers, copy-sync, and more. Once installed, every Punch client project you work on has every skill automatically available. No per-project copying. No setup ritual.

There's also a parallel set of Claude Code skills used by Production and Dev — /website-design-amplifier, /website-to-static, and others coming. Those live in a separate plugin; you don't install them unless you're on the engineering side.

For the full "I need to do X, which skill?" reference, see the decision tree in Part 5.

Part 5

Decision tree

One-page working-memory cheat sheet. When you're in the middle of a project and your hands are on the keyboard, this is the doc you Cmd+F. Pin it in the team Slack. Update it when a new skill lands.

I'm starting a new client
Open Designer Onboarding Module 3 → fork the Figma master, set up the project repo, install the plugin if not already.
I need to compose a showcase page
Cowork against the project sandbox/. See Designer Onboarding Module 4.
I need to build out the standard 80% of the site
Production runs /website-design-amplifier:amplify in Claude Code. Designers don't touch these.
A token (color, type, space) needs to change
Edit the Figma fork's Punch Tokens collection → run punch-token-export → commit tokens.css.
A new image, illustration, or icon needs to land in the build
Design in Figma → export to the project's assets/ folder → reference from the sandbox HTML.
I need to write a content brief for a page
Cowork → punch-content-brief skill. Strategist + writer collaborate.
I need a sitemap drafted from the audit
Cowork → punch-sitemap skill.
I need to write page copy from a content brief
Cowork → punch-web-copywriter skill (page-level draft) or punch-page-content (full page).
I want to explore brand themes / taglines
Cowork → punch-theme-taglines skill.
I want to QA a design or section against the brief
Cowork → creative-qa skill.
I want to audit accessibility
Cowork → design:accessibility-review skill (WCAG 2.1 AA).
I want a structured design critique on something I'm working on
Cowork → design:design-critique skill.
I need dev-handoff specs from a design
Cowork → design:design-handoff skill.
A page is rendering wrong / something looks off in the composed page
Tell Cowork specifically what's off. See Designer Onboarding Module 5 for the "wrong reference dimension" and "Claude improved it" failure modes.
I want to explore a brief in Figma BEFORE composing in code
Do it directly in Figma — pull library component instances, paste in copy from the brief. No skill needed. This is rarely the default; Cowork composition against the sandbox is faster for most flows.
I want to scrape or convert reference material from another site
Production runs /website-to-static:convert in Claude Code.
Something at a gate doesn't pass
Don't push through. Surface to PM + TDM, fix, re-gate. Better to slip a day than slip the standard.
I'm not sure which skill to use
Ask Cowork: "What Punch skills are available?" It will list them. Or ask a teammate in Slack.
Part 6

Where to go next

This doc is the orientation. The deeper material is split by role. Start with your role's onboarding; the rest are useful for cross-team understanding when you have time.

Role-specific onboardings

System reference docs

You're not expected to know everything from day one. Read this orientation. Read your role's onboarding. Lean on the system. Ask. Punch hires people we trust to learn the work; the materials exist to make learning faster, not to test you on the first week. Welcome.