About the service
I am a browser 3D developer, and all my work lives inside a web page, not inside a game engine. Using WebGL and the Three library I create interactive scenes that open in a regular browser tab: rotating product viewers, real-time configurators, animated landing screens and data visualizations where geometry, light and camera respond to user actions. For me it's important that 3D in the web is truly convenient, not just impressive in a demo, so I think through the scene graph, asset pipeline and render loop from the start, not retrofit them later.
Most of my time goes into performance and correctness, because a heavy scene that lags on a mid-range phone is a failure. I optimize draw calls, bake and compress textures, tune level of detail and camera culling, load glTF models progressively so the first frame appears quickly. When a project needs a special look, I write custom GLSL shaders for materials, water, particles, dissolve effects and post-processing, and tie it all to an adaptive render loop that behaves identically on desktop, tablet and mobile. I take on the boring but important things too: color management, proper lighting, fallbacks for weak graphics cards and graceful degradation if WebGL is unavailable.
I work comfortably alongside an existing frontend, embedding the 3D canvas into React, Vue or plain JavaScript without reworking your entire stack. Tell me the goal, target devices and what assets you have — and I'll suggest a realistic scope, frame budget and clear plan. To clarify my niche: I'm a specialist in WebGL and Three for the browser, not a game developer on Unity or Unreal, and my focus is interactive graphics in the web.
— Scene development on WebGL and Three
— Product configurators and 360 viewing
— Custom GLSL shaders and post-processing
— Loading and optimization of glTF models
— Scroll and interactive animations
— Data visualization and scientific 3D
— Performance tuning for mobile GPUs
— Integration with React, Vue or plain JS
Most of my time goes into performance and correctness, because a heavy scene that lags on a mid-range phone is a failure. I optimize draw calls, bake and compress textures, tune level of detail and camera culling, load glTF models progressively so the first frame appears quickly. When a project needs a special look, I write custom GLSL shaders for materials, water, particles, dissolve effects and post-processing, and tie it all to an adaptive render loop that behaves identically on desktop, tablet and mobile. I take on the boring but important things too: color management, proper lighting, fallbacks for weak graphics cards and graceful degradation if WebGL is unavailable.
I work comfortably alongside an existing frontend, embedding the 3D canvas into React, Vue or plain JavaScript without reworking your entire stack. Tell me the goal, target devices and what assets you have — and I'll suggest a realistic scope, frame budget and clear plan. To clarify my niche: I'm a specialist in WebGL and Three for the browser, not a game developer on Unity or Unreal, and my focus is interactive graphics in the web.
— Scene development on WebGL and Three
— Product configurators and 360 viewing
— Custom GLSL shaders and post-processing
— Loading and optimization of glTF models
— Scroll and interactive animations
— Data visualization and scientific 3D
— Performance tuning for mobile GPUs
— Integration with React, Vue or plain JS