Andrew Alva

Creative Technologist & Frontend Developer — WebGL · Three.js · GLSL

I build real-time 3D on the web. Interactive experiences for Google, Spotify, Xbox, Sundance and Hulu, made at Active Theory between 2020 and 2024 — shader-level graphics craft applied to interfaces people actually use, held to production standards for accessibility, performance and cross-device support.

Trained as a graphic designer before I wrote code for a living. In client work the weight has been on the engineering side; in my own practice — installations under R(&)D, the eQuills tools — I design and build the whole thing. Ten years on the web, five of them in real-time 3D.

Selected work

Most of this was commissioned, launched, and later taken offline by the client. So this page points to what can still be checked: the live builds, the award case studies, and the credits pages where collaborators name me. Scope is stated as it actually was.

Playlist in a Bottle

Spotify · inaugural edition, 2023

Senior developer, end to end

Architected how a WebGL scene of interactive 3D time capsules coexists with an accessible HTML/CSS interface meeting WCAG — in-app and in-browser, across a wide device range. Built the gesture and sound interactions with the design lead and audio studio Plan8, and tuned per-device level of detail so the 3D degrades gracefully on weaker hardware without breaking either the interaction or the accessibility layer.

Breakfastverse

Reese’s Puffs × AMBUSH · 2022

Development lead

Led the development team and brought junior developers and 3D artists up to speed on real-time 3D, shader authoring and the studio's in-house framework — showing an artist what a shader does to a texture or a mesh turned out to be the fastest way to make the whole team quicker. Built 3D scenes and interface with the design team, plus the gamified layer: collectible objects, scoring and a timer wired to the 2D UI through state management.

20 Years of Xbox Museum

Microsoft · 2021

Timeline UI & GLSL microinteractions

Contributed to the horizontal timeline and its milestone navigation. The hover and click microinteractions are GLSL shaders rather than CSS, which is what gives them their tactile response at frame rate — shader work spent on interface polish rather than on the large 3D set pieces.

Google News: Celebrating 20 Years

Google · 2022

Built the Trivia section

A self-contained interaction inside the larger anniversary site: WebGL background animation, transitions with some joy in them, and a micro-animation on every interaction — all held to WCAG and fully responsive down to mobile. It is still live, so the section I built can be played rather than described.

Cardano Summit 2021

IOHK · with Dreamwave

Real-time CMS-driven interfaces at scale

Seven explorable worlds for a live two-day conference that drew more than 140,000 attendees. I built the character-customisation interfaces in plain HTML/CSS, and the WebGL signage and information screens inside the 3D world — fed by a mix of CMS content and state management so they updated in real time while the event ran, and holding up on VR headsets as well as desktop and mobile.

Sundance Film Festival — New Frontier

Sundance Institute · 2021

Desktop, mobile & VR

A WebXR festival that had to run identically on desktop, mobile and standalone Oculus Quest. I built the 2D overlay interface and several interactive components inside the 3D world: CMS-fed schedule screens, the room-access UI, and a screen that switched between an image carousel and a trailer depending on how close the visitor stood. My first WebGL project — reading distance and transitioning smoothly across three very different device classes taught me most of what I know about cross-platform work.

Hulu — Made by Her: Monuments

Hulu

One 3D UI shared across web & VR

The brief needed a normal desktop and mobile site and a VR experience. Rather than build two things, we structured it as a single 3D-environment interface with reusable components. I owned the About section and the interactive hotspots inside each monument: on desktop and mobile a hotspot triggers a camera move and a close-up with information; in VR the visitor physically walks to it. Same components, two very different interaction models.

All-RapCaviar

Spotify · 2023 & 2024 editions

WebGL animation & gesture interaction

Mobile-only, so the entire feel came from touch and drag: I built the animation and transitions as WebGL shaders to keep them smooth under gesture, plus the live leaderboard and a share card generated from each user's votes. The 2024 edition called for some elements to animate at a deliberately choppy low frame rate while everything else held 60fps in the same scene — faking that convincingly, without actually dropping frames and consistently across devices was one of the most interesting problems to solve in this project.

Work I contributed to has been recognized by the Webby Awards, The FWA, Awwwards, CSS Design Awards, Clio and ADC.

Independent practice (where I design & code)

  • eQuillsLive

    With Letrismo · shown at Tipografía MX, Galería GAMA, Casa Bestia Oaxaca

    Digital calligraphy tools, designed and built from scratch — plus the talk and installation work that came out of them.

  • R(&)DRecords

    Art & technology collective · 2024–present

    Installations and live audiovisual performances, self-directed from concept and art direction through to the software that runs them. Shown at Centro de Cultura Digital, Festival REVO and Universidad La Salle.

  • Teaching School website

    CENTRO · 2024–present

    Professor of Advanced Interaction & Web Rendering — real-time rendering, WebGL and interaction design, through hands-on projects.

  • Processing Community Catalog

    Processing Foundation · 2022 · ISBN 978-0999881323

    Work published in the Foundation's twenty-year catalogue, 2001–2021.

Full case studies shipping October 2026.