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WebGL and 3D experiences that perform.

Interactive 3D on the web is a different discipline than 3D for film or games. We've been shipping WebGL scenes since 2014 — for The North Face, the FBI, Microsoft, EPB, and many more.

01What we do

  • Three.js / R3F scene direction
  • GLTF + KTX2 asset pipelines
  • Custom GLSL shaders + post-FX
  • Scroll-driven 3D timelines
  • Mobile performance optimisation
  • WebGPU readiness

02What you get

  • A scene that performs on mid-tier mobile
  • Asset pipeline your team can extend
  • Reduced-motion + WebGL-disabled fallbacks
  • Documented shader code with comments

03How we work

Five phases, fixed at the door.

  1. 01

    Discovery

    Understand your business, your audience, and the truth of the brief. Most projects change shape here — and that's the point.

  2. 02

    Strategy

    Decide the moves. A clear thesis, a measurable outcome, and the smallest scope that gets us there.

  3. 03

    Design + Prototype

    Make the artefact. Tested with real users, refined against real constraints, ready to engineer.

  4. 04

    Build + Ship

    Engineered, accessible, performant. Shipped behind feature flags so the rollout can stay calm.

  5. 05

    Measure + Iterate

    Outcomes monitored against the thesis. The work continues — every project is the first version of something better.

05FAQ

How big can a WebGL hero scene be on mobile?
Our default budget is under 3 MB of compressed assets and sub-2-second time-to-interactive on a mid-tier Android. We optimise aggressively to hit that.
What's the fallback for low-end devices?
A static SVG composition we art-direct alongside the WebGL scene — accessible, beautiful, never a degraded experience.

Ready to start?

Tell us what you're trying to do. We'll come back inside a working day with a real first read.