Services

3D and WebGL websites

You are already looking at one. The page behind this text runs 110,000 particles computed live on your GPU, morphing through eight forms as you scroll. There is no video file. Move your cursor and the particles move away from it.

That is the pitch, and it is the portfolio piece.

What this actually is

Real-time 3D on the open web, built with WebGL, three.js, and custom GLSL shaders. It runs in every modern browser with no plugin, no app, and no install — a URL that opens and moves.

Typical work:

  • Product configurators where the customer turns the thing and changes it
  • Scroll-driven brand experiences that unfold instead of scrolling past
  • Data and process visualisations that are genuinely spatial
  • Hero moments that make a homepage feel like a place rather than a page

Why so few studios build this

Building real-time 3D for the web needs skills most web teams simply do not carry: shader programming, GPU performance profiling, 3D asset optimisation, and interaction design for spatial interfaces. Industry estimates put the share of web development agencies with those capabilities at under 3%.

Meanwhile the demand is not niche any more. The 3D web design services market is around $4.07B in 2026, projected to reach $16.29B by 2035 — a 16.5% compound growth rate — as mobile GPUs got good enough to make this mainstream rather than experimental.

The gap between that demand and that supply is the whole opportunity, for you and for us.

Video is the alternative, and it is worse

Most "immersive" agency sites are a looping MP4. Three reasons that is the wrong answer:

Pre-rendered videoReal-time WebGL
Responds to the userNoYes — cursor, scroll, click, device tilt
Weight5–50MB for a few secondsUnder 300KB for the whole scene
Changing it laterRe-render, re-export, re-uploadChange a number
Mobile data costHighLow

A video of an experience is a picture of a thing. The thing itself costs less to ship.

Performance is the hard part, and it is the part we do

Anyone can put a spinning model on a page. Making it hold 60fps on a three-year-old Android while passing Core Web Vitals is the actual engineering.

What that means in practice: instanced geometry, GPU-side animation so the CPU never touches per-particle math, aggressive draw-call batching, device-tier detection that scales particle counts down on weak hardware, and a hard rule that the 3D layer never blocks first paint or input.

This site ships a motion toggle and honours prefers-reduced-motion, because an experience that makes someone motion-sick is a failed experience.

What it costs

WebGL and 3D projects typically run $12,000 to $35,000 depending on how much bespoke shader work and 3D asset production is involved. A single hero moment on an otherwise conventional site sits at the low end. A full configurator with custom models sits at the high end. See pricing for how we scope it.

Common questions

Will this work on phones? Yes, and it must. We build with a device-tier system that scales the scene down on weaker GPUs rather than dropping frames. If a phone cannot run it well, it gets a lighter version, not a broken one.

Is it bad for SEO? Not the way we build it. All the text on this site is real HTML in the document — crawlers and AI answer engines read it without executing a line of JavaScript. The 3D layer is a <canvas> alongside the content, not a replacement for it.

What about accessibility? The canvas is aria-hidden, all content is reachable and readable without it, motion respects prefers-reduced-motion, and there is a visible motion toggle. A 3D site that only works for one kind of body is a broken site.

Do you make the 3D models? We produce procedural and generated geometry in-house. For photoreal product models we work with your existing CAD or bring in a modeller — quoted separately so you can see the cost.

Can you add this to a site I already have? Usually yes. A self-contained WebGL section can drop into an existing page. We check the host page's performance budget first, because adding 3D to a site that is already slow just makes it slower.

Three.js or Unity/WebGPU? Three.js for almost everything on the open web today — it has the broadest device support and the smallest footprint. WebGPU where the project genuinely needs compute shaders and can accept narrower browser support. We will tell you which and why.

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