Interactive & 3D

Motion and dimension, used deliberately.

Interactive and 3D work is easy to do badly: a heavy scene that arrives late, drains a battery and says nothing. Used well, it explains a product faster than a paragraph can. The difference is almost entirely engineering discipline - budgets, fallbacks, and a page that is complete before the experience loads.

01 / THE WORK

Motion and dimension, used deliberately.

These are the parts that decide whether the result holds up. Open whichever matters to you.

PayloadThe page is complete before the scene arrives

A meaningful static first paint, with the interactive layer enhancing it afterwards. If the 3D never loads, the page still makes its point.

DevicesAn explicit floor, and a real fallback

Capability is detected rather than assumed. Low-end hardware gets a designed static state, not a stuttering canvas or a blank rectangle.

MotionReduced motion is honoured, not overridden

A reduced-motion preference produces a still composition. This is an accessibility requirement, and it is also usually the more elegant frame.

CraftBuilt in code, not exported from a tool

Geometry, materials and lighting authored deliberately, so the scene can be changed later without a round trip through a modelling package.

HonestyWhen we will talk you out of it

If the story is better told with type and photography, we will say so. 3D that exists to prove the agency can do 3D is a cost with no return.

02 / WHAT YOU GET

What is actually delivered.

This fits when: You are presenting a product, a space or a process where showing it beats describing it - and you want it to work on a mid-range phone, not only in a demo.

  • Real-time 3D built in code and rendered in the browser, with no plugin and no video pretending to be interaction
  • A static, meaningful first paint - the experience enhances the page rather than being the page
  • Explicit budgets for device capability, battery and data, with a defined fallback on low-end hardware
  • Motion that respects prefers-reduced-motion rather than overriding it

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