When Your Block Editor Demo Looked Perfect But Broke With Real Content
The demo was flawless. Nike's content team watched as I effortlessly dragged blocks around, rearranged sections, and built a complex landing page in under five minutes. The block editor was responsive, intuitive, and exactly what they'd asked for when they said they wanted "full creative control over page layouts."
"This is perfect," their creative director said. "When can we start using it?"
Six weeks later, I got a very different kind of call.
"Tom, we need to talk. The editor is... struggling."
The Demo That Wasn't Reality
Here's what our demo looked like: a clean, purposeful page with maybe 12 blocks total. A hero section, some text, a few images, a quote, a call-to-action. Each block rendered instantly. Drag-and-drop was buttery smooth. The interface felt modern and capable.
Here's what Nike's actual content looked like: 180+ blocks on a single campaign page. Multiple nested sections. Image galleries with 30+ photos. Embedded videos, complex forms, dynamic content pulls, and about fifteen different types of call-to-action blocks scattered throughout.
The first time they tried to reorder a section near the bottom of that page, the browser froze for twelve seconds. When it finally responded, the layout had broken, half the blocks were displaying placeholder content, and their carefully crafted page looked like a digital crime scene.
"Is this normal?" their content manager asked during our emergency call.
I stared at my screen, watching the block editor struggle to render their actual content structure, and realized we'd built something that worked beautifully for the way we thought people would use it, not for the way they actually needed to use it.
The Scale Problem We Didn't See Coming
When we designed Twill's block editor, we made a lot of assumptions. Content pages would be reasonably sized. Users would create focused, structured layouts. People would use blocks thoughtfully, not just throw everything they could think of into a single page.
Those assumptions were wrong.
Nike's content team wasn't being reckless—they were being thorough. A campaign landing page needed to tell a complete story, showcase multiple product lines, include social proof, provide detailed specifications, and convert visitors across a dozen different user journeys. In their world, 180 blocks wasn't excessive; it was comprehensive.
But our block editor was choking. Every drag operation had to recalculate the position of every other block. Every content change triggered a full re-render of the editing interface. The nested block structure that looked so clean in our demo became a performance nightmare when multiplied by real-world complexity.
The worst part? It wasn't just slow—it was unpredictable. Sometimes dragging worked fine. Sometimes it took fifteen seconds. Sometimes it would work for a while, then suddenly break when you hit some invisible threshold of complexity.
The Support Ticket Avalanche
Within two weeks of Nike going live, our GitHub issues started filling up with performance complaints. Not just from Nike, but from other clients who were pushing Twill in ways we hadn't anticipated.
"Block editor becomes unusable after ~50 blocks" (Issue #847)
"Drag and drop performance degrades with large datasets" (Issue #902)
"Browser crashes when trying to reorder complex page layouts" (Issue #1156)
Each ticket was polite but pointed. These weren't edge cases—they were fundamental limitations that people were hitting as soon as they tried to use Twill for anything more complex than our demo scenarios.
The support load was crushing. Every performance complaint required investigation. Every browser crash needed debugging. Every frustrated user deserved a thoughtful response, even when that response was essentially "yes, we know about this problem, and we're working on it."
Meanwhile, our engineering team was spending more time diagnosing performance issues than building new features. Every sprint planning session included some variation of "we can't tackle the permissions system until we fix the block editor performance."
The Real Problem Wasn't Technical
The performance issues were real, but they weren't the core problem. The core problem was that we'd optimized for the demo, not for the workflow.
During our demos, we showed people how easy it was to build a page from scratch using blocks. Drag in a hero section, add some text, insert an image, done. Clean, linear, satisfying.
But that's not how content teams actually work. They don't start with a blank page and thoughtfully compose a narrative. They start with a mountain of content—product specs, marketing copy, legal disclaimers, social media assets, video files, testimonials, competitive comparisons—and they need to organize all of that into something coherent.
Our block editor was designed for creation, but they needed it for organization. We'd built a tool for storytellers, but they needed a tool for librarians.
The Humbling Realization
The moment it all clicked was during a screen-sharing session with Nike's content team. I watched their content manager work, and realized she wasn't building pages—she was managing information architecture in real-time.
She'd start by dumping everything onto the page: every piece of content, every asset, every component they might need. Then she'd spend hours organizing, grouping, reordering, and refining. She was using our block editor like a giant digital whiteboard, not like a publishing tool.
"I know it looks messy," she said, scrolling through their 200-block page, "but this is how we think through campaign structure. We need to see everything before we can figure out what goes where."
That's when I understood why our performance optimization wasn't just a technical problem—it was a product design problem. We'd built an interface that worked great for 12 thoughtfully chosen blocks, but fell apart when someone needed to manage 200 blocks of raw material.
What We Actually Built Next
The fix wasn't just about performance (though we did implement virtual scrolling, lazy loading, and smarter DOM management). The bigger change was rethinking how the block editor worked for real content workflows.
We added:
Section grouping - Users could collapse groups of blocks into manageable chunks, so they weren't staring at 200 individual items all at once.
Bulk operations - Select multiple blocks and move them together, instead of dragging them one by one.
Content preview modes - Switch between "editing mode" (optimized for management) and "preview mode" (closer to the final layout).
Performance budgets - Warning alerts when pages were getting too complex, with suggestions for optimization.
Template sections - Pre-built block combinations that teams could reuse instead of rebuilding common patterns from scratch.
The Lesson That Stuck
The biggest lesson wasn't about performance optimization or even user experience design. It was about the gap between demo scenarios and real-world usage patterns.
When you're building a product, especially one that other people will adopt and rely on, your demo is your hypothesis about how the product will be used. But it's just a hypothesis. Real users will always find ways to push your tool beyond what you imagined, and they'll do it not because they're trying to break things, but because they're trying to solve real problems.
Nike's 200-block pages weren't a bug—they were a feature request we hadn't recognized. They were showing us what the block editor needed to become, not what was wrong with it.
These days, when we demo Twill's block editor, we don't just show the clean, perfect use case. We also show what it looks like to manage complex, messy, real-world content. Because that's when the tool really proves its value—not when everything is perfect, but when everything is complicated and you still need to get work done.
The block editor performance issues eventually got resolved. But more importantly, we learned to design for the chaos of real content workflows, not just for the elegance of perfect demos. Because perfect demos don't ship products—real users with messy problems do.