Brilliant vs Sketch
Sketch was the original. Before Figma, before the browser tab, before shared cursors on a link, Sketch was the Mac-native design tool that made product designers feel like they had a home. Fifteen-plus years of craft, an open file format, a thoughtful plugin ecosystem, and a deliberate refusal to turn every workflow into a cloud subscription.
Brilliant shares the craft-first, desktop-native philosophy. The difference is where it runs: Brilliant is built in Flutter and ships on macOS and Windows. Sketch is Mac-only, and has been for fifteen years. Same canvas on your desktop, fewer people locked out.
Feature-wise, Brilliant is a full professional design tool: auto layout, components, instances, vector editing, pen tool, boolean operations, design tokens, design systems, typography controls, frames, groups, all of it. If you sit down and design by hand, you get near-complete feature parity with what you'd expect from Sketch. Same muscle memory, same primitives, same final output.
What Brilliant adds is a team of AI agents that work directly on the canvas alongside you, and they don't work the way Sketch's agents do.
Agents that design alongside you
Brilliant gives you a team of AI agents that do real design work on the canvas. Prompt them in plain English and they create elements, rebuild layouts, swap design tokens, try typography, pull in brand assets, and generate variations on what you're already working on. Every element they produce is a real vector you can nudge, recolor, or throw away. You stay the creative director. They handle the work you'd rather not.
The output is professional. Auto-layout rules, components and instances, design tokens, effects. Agents use the same primitives you do, so what they hand you fits into the rest of your file. Accuracy is high enough that you're editing their work, not rescuing it. Read the architecture →
Sketch ships a local MCP server with two tools for agents: capture the current selection as an image, and execute arbitrary SketchAPI code. In practice, agents have to write Sketch plugins on the fly to do anything. Powerful in principle, but it's asking frontier models to author plugin JavaScript against an API designed for humans. What comes back is code the agent wrote, not design work on your file.
No setup needed with Brilliant either way. Click the AI input in the bottom toolbar, use Brilliant AI as it comes, or bring your own AI (an API key for Anthropic, OpenAI, Google, or OpenRouter, or your Claude Code subscription). If you'd rather drive Brilliant from your editor (Claude Code, Cursor, Codex, Windsurf, Antigravity, Lovable, anything that speaks MCP), that works too. You set the vision. They execute. You override.
Free, all of it
Sketch is cheaper than Figma, which is a real credit to Sketch. But it's still a per-seat subscription (or a perpetual license with a paid upgrade path), and the cost still climbs with headcount.
Brilliant is free. The full design tool. Auto layout, components, vector editing, effects, design systems, tokens, animated GPU shaders, full export (PNG, JPEG, WebP, SVG, PDF, HTML, React, MP4, MOV, Replay), Figma import, unlimited MCP usage. Bring your own AI key. Not a trial, not a stripped-down version. Free.
Monetization lives in the integrated AI chat and in keeping your work private. Free gives you 10 AI messages a day and unlimited public projects. Personal lifts the daily cap and unlocks private projects, drops, and share links. Team adds pooled storage, unlimited editors on private work, user management, and one invoice for the group. Same model that's worked for developers on GitHub and VS Code for over a decade. Designers shouldn't pay rent on the act of moving elements on a canvas, either.
Your designs, your disk, your git
Sketch files are a credit to their era. Before everyone else went cloud, Sketch kept its files on your disk as .sketch archives, which are ZIP bundles of JSON and asset files. You can unzip one and read the JSON, which is more than Figma can say. But you can't git diff two versions meaningfully, and you can't branch a design the way you'd branch a feature. The format is inspectable, not collaborative-in-git.
Brilliant files are plain-text Blueprint on your local disk. They end in .bl, and they diff cleanly in git. Branch a canvas to try a direction. Commit the experiment. Revert it if it doesn't work out. Run git blame to find the commit where the hero color drifted off-brand. Every primitive your codebase already uses is now available for your designs:
c16fc75741feed85 fr p(80,80) s(480,320) rd(16) "Hero"
- 88625e475868c087 r p(24,24) s(160,100) f[(r1,#F8F8F8)] rd(8) "Panel"
+ 88625e475868c087 r p(24,24) s(160,100) f[(r1,#0080FF)] rd(8) "Panel""GitHub for design", visual design-file diffs, branching, pull-request review, publishable component libraries, is the next chapter of Brilliant. The primitives (plain-text files, git compatibility) are here today.
Superpowers that actually render
Sketch has a strong effects system for a tool of its era. Fills, strokes, blurs, shadows, and a rich plugin marketplace that extends it further. But animated gradients, metal, iridescence, glass, shader art, have always lived outside the tool.
Brilliant ships a real GPU shader stack as first-class canvas fills. metaballs(), metal(), irid(), steel(). They render live while you design, compose with the rest of your effects, and export cleanly to raster or video. A professional 2D vector design tool, with superpowers.
Feature for feature
Everything Sketch made designers reach for, Brilliant has its own equal to, on macOS and Windows both:
Auto layout with direction, hug, fill, and fixed sizing, gap, padding, alignment, and layout grids.
Components and instances, with component sets, variant properties, slots, override detection, and cross-canvas instances.
Vector editing with a pen and pencil, a full node-and-handle edit mode, boolean union, subtract, intersect, and exclude, flatten, and outline text.
Frames, groups, and masks, with clip-content and per-corner radii.
A full design-token system: eleven-step OKLCH color ramps from one seed, light and dark theming, modes, and multi-brand overlays, resolved to a file Style Dictionary and Tokens Studio read.
Typography down to per-character overrides for mixed-style runs.
Fills, strokes, gradients, and effects: linear, radial, and angular gradients, image fills, drop shadow, inner shadow, glows, layer and background blur, and blend modes.
Ten export formats: PNG, JPEG, WebP, SVG, PDF, HTML in three flavors, React JSX, MP4, MOV, and Replay.
Import from Sketch, Figma, and SVG as native editable elements.
Sit down and design by hand and the primitives, the shortcuts, and the final output match. What is new is everything around them.
What Brilliant has that Sketch doesn't
Cross-platform desktop support. macOS and Windows. Sketch has been Mac-only since 2010, which locks out a real chunk of any mixed-OS team.
Agents that do design work, not plugin work. Sketch's MCP gives agents one lever: write and run SketchAPI code. Brilliant's agents work through design primitives directly, the same ones you use. What comes back is a file you edit, not scripts you debug.
A free, full-featured design tool. No subscription seat, no license purchase, no gated primitives.
Plain-text, git-friendly files. Blueprint on disk, clean diffs, blameable history.
Native GPU shaders. Metaballs, metal, iridescent, steel as first-class fills.
Ten export formats including code and video. PNG, JPEG, WebP, SVG, PDF, HTML, React, MP4, MOV, Replay.
An integrated AI chat out of the box. Zero setup required to start working with agents.
The honest gaps
Three places Sketch is further along, each with what Brilliant does instead. It has a mature 15-year plugin ecosystem (Runner, Sketch Plugins, and the rest); Brilliant's extensibility runs through MCP, so any agent or editor drives the canvas directly, unlimited on Free. It ships interactive prototyping with Smart Animate, overlays, and clickable hotspots, where Brilliant is a fully editable static canvas today with prototyping on the roadmap and every frame, component, and token you'd prototype from already at parity. And it offers a pay-once perpetual license, a genuinely rare model, where Brilliant's answer is a free editor with no license to buy at all. If a mature plugin marketplace or a click-through prototype is the piece your team turns on this week, that piece still lives in Sketch; everything else is here, on macOS and Windows both, in plain-text files your git already reads.
At a glance
| Brilliant | Sketch | |
|---|---|---|
| Platforms | macOS, Windows | macOS only |
| Design tool pricing | Free forever | Paid (subscription or perpetual license) |
| AI integration | Built-in chat + external MCP, agents work directly on the canvas | Local MCP with run_code (agents write SketchAPI plugin code) |
| File format | Plain-text Blueprint, git-native | .sketch archive (JSON + assets, inspectable but not diff-native) |
| Version control | Native git (branch, diff, rollback, blame) | Native Sketch Cloud history; no git diff |
| GPU shaders | Native (metaballs, metal, iridescent, steel) | None |
| Export formats | PNG, JPEG, WebP, SVG, PDF, HTML, React, MP4, MOV, Replay | PNG, JPG, HEIC, TIFF, WebP, PDF, EPS, SVG |
| Vector editing, auto layout, components, tokens | Full | Full |
| Plugin ecosystem | MCP (agents + external editors) | Mature plugin marketplace |
| Interactive prototypes | Roadmap | Yes |
| Real-time multiplayer | Yes, on published projects | Yes |
A new dance
Brilliant is what a desktop-native design tool looks like when you build it for every platform, and with agents as the other half of the team from day one. Agents that do real design work, not write plugin code. A file format that goes straight into git. A full professional design tool that doesn't ask for rent.
Read the full manifesto to see the rest of the argument, or install Brilliant and try it for yourself.