Pardesco is a studio working in four-dimensional and computational geometry—polytopes, hyperbolic honeycombs, projection systems—as sculpture, print, and film. We have been making and selling this work since 2018, and it now sits in collections in 27 countries. The tools here started as production infrastructure. Everything we sell was built to make our own work first, then finished, documented, and released once it was solid enough to hand to somebody else. That is the whole catalogue policy, and it is why the catalogue is small and grows slowly: nothing ships until we have shipped work with it. What that means in practice: The math is real. Genuine 4D rotation, exact cross-sections, conformal projection—computed, not presets dressed up as geometry. Documented properly. A quick-start and a full feature reference, plus demo scenes that render the moment you open them. Behind the work is Randall Morgan, whose background is in computational geometry and architecture, with work presented at Bridges and the Joint Mathematics Meetings.