HomeLane SpaceCraft Pro
2021 · Commercial design-technology platform
At HomeLane, I worked as principal software architect on SpaceCraft Pro, connecting its real-time room editor to pricing, CAD, and manufacturing workflows.

Keeping a room design connected to what gets built.
- For
- HomeLane designers and customers, with outputs used by production teams.
- Outcome
- A commercial design platform connecting room planning and visualisation with instant pricing, documentation, and manufacturing handoff.

Plan a room and see how design changes affect the price.
- My contribution
- As principal software architect, I worked on the real-time editor and the connections between design, catalogue logic, pricing, CAD, and production workflows.
How it works.
- System
- The editor uses catalogue and pricing data alongside the room plan. A designer can move between 2D planning and a real-time 3D view, while the same design feeds quotes and production documentation.
- Key decisions
- Connect the visual editor to catalogue and pricing data so a design change can be understood in terms of both appearance and cost.
- Carry design information through to CAD and manufacturing outputs, reducing the amount that has to be translated manually between tools.
- Constraints
- A room that looks right on screen still has to be specified and manufactured. Visual choices need to stay consistent with the underlying product information.

One edit, several consequences
A room editor can make moving a cabinet feel like one action. The system has to treat it as several connected changes.
| Designer action | Systems that may need to respond |
|---|---|
| Change cabinet dimensions | Layout constraints, configuration rules, price, and production details |
| Select another material | Visual state, catalogue option, price, and material specification |
| Move between 2D and 3D | The same room and product state in two representations |
| Approve the room | Quote, CAD, documentation, and manufacturing handoff |
This is why the editor could not be designed as an isolated visualization layer. The interaction had to remain connected to catalogue and pricing logic, then carry the selected design into documentation and production outputs.
My work as principal software architect focused on those connections: keeping the realtime editor responsive while ensuring that the system behind it still knew what the designer had changed and what downstream work depended on that choice.
Notes from the project.
- The platform let designers review the visual and commercial effects of a choice while working on the room.
Working on SpaceCraft Pro brought me closer to the physical consequences of a software decision. When a designer changed a cabinet or material, the customer’s view, the quote, and the information sent to production needed to agree.
That is what made this work interesting to me. The real-time editor was part of a much larger process, and its architecture had to account for what happened after the design conversation ended.