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.
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.