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Bio, Work & Ideas
Conference affiliation: tldraw
Max Drake is a product engineer at tldraw, building spatial interfaces that help people create with software and collaborate with AI agents. Drake’s work connects tools for thought, canvas-based model interactions, and animation through a recurring concern: how movement, arrangement, and visible activity can make powerful software easier to direct.
Drake studied mechanical engineering at MIT. Earlier research and design work, including work at Fermat, preceded the role at tldraw and forms part of a career spanning engineering, interface design, and tools for thinking. Drake’s canvas experiments with language models began before ChatGPT’s release, developing into work on agents that can interpret drawings, navigate a workspace, and collaborate with people.
Drake’s essay on LLMs and spatial canvases articulates an important connection between those interests. A canvas can do more than display a model’s output: the arrangement of information can help specify an operation. Moving a tool or grouping information can trigger model operations scoped to the relevant part of the workspace. Spatial interaction becomes a way to express what the model should work on, allowing people to act directly on the material instead of describing every relationship in a text prompt.
At tldraw, Drake works within an infinite-canvas environment where people can manipulate shared objects and see collaborators’ cursors, selections, and viewports. Drake’s agent work extends that collaborative setting to software participants. The challenge has two parts: models need help understanding and changing two-dimensional space, while people need interfaces that reveal what agents are doing and how their work fits together.
These experiments also exposed a constraint: agents built entirely around a canvas-specific harness can struggle to reach tools and activity beyond that environment. A desktop approach exposed the running tldraw editor through a server so an external coding agent could manipulate it with JavaScript while retaining access to local files and other tools. This opened a path between spatial interfaces and work performed elsewhere, although Drake’s live specification-to-demo request remained unfinished when the recording ended.
More recently, Drake co-developed tldraw flash with Audrey Leo and Leo Knudsen. Its performance-based animation approach lets people record movement by manipulating objects, then edit that recorded movement. Instead of requiring users to specify every motion in advance, the interaction captures a performance and leaves it available for refinement.
Flash extends Drake’s interest in making direct manipulation computationally useful. In Drake’s spatial-model essay, arranging material helps define an operation; in the agent interfaces, position and animation reveal coordination; in Flash, performed movement becomes editable creative material. Across these projects, the workspace gives people concrete ways to express intent and continue shaping the result.
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