Creative Technology Studio

We build the web that holds attention.

Real-time 3D, motion systems, and interfaces engineered to feel inevitable. Everything below runs live in your browser.

Scroll to render
01

Generated, not filmed

Sixty-five thousand points drawn in a single call. No video file, no image sequence, nothing to download.

02

Geometry under control

Every target shape is solved once on the CPU. Scrolling only moves a number the GPU reads.

03

Resolution independent

It renders at your display’s native pixel density. On a 4K panel the edges stay sharp.

04

Roughly 200KB

The whole scene ships smaller than one frame of a pre-rendered sequence would.

Initialising renderer
Live demos

Four of them, running in your browser.

Same engine as the hero above, different geometry. Every readout on screen is a real measured value, not decoration.

What we do

Three disciplines, one team.

We keep the studio small and the surface area narrow. Everything we ship touches at least two of these three.

Real-time 3D

WebGL and shader work that runs on the device instead of streaming down as video. Sharp at any resolution, interactive by default.

Motion systems

A documented vocabulary of easing, stagger and spring values, so every screen in the product moves like it belongs to the same product.

Performance engineering

Frame budgets treated as a requirement, not a nice-to-have. We profile on mid-range Android before we call anything finished.

Selected work

Four projects, four different problems.

Real-time 3D · Commerce
Aperture Labs/2025

Configurator for a modular camera system

Data visualisation · Motion
Northwind Energy/2025

Grid telemetry dashboard for control rooms

WebGL · Art direction
Sable & Co./2024

Scroll-driven brand site for a materials studio

Product · Design systems
Meridian Health/2024

Onboarding flow rebuilt around motion cues

How it holds up

Built to survive a real audience.

60fps is the brief

Scroll handlers are throttled to one frame, hot values bypass React entirely, and every listener is passive. Jank is a bug, not a trade-off.

Nothing to preload

The hero above has no image sequence behind it. A comparable pre-rendered version would be 30–60MB of JPEGs before a single pixel moved; this one is a few hundred kilobytes of geometry and a shader.

DPR 1×DPR 2×DPR 3×

render target = viewport × devicePixelRatio, capped at 2

Sharp on 4K, kind to laptops

Vector geometry has no native resolution, so it renders at whatever density the display asks for. We cap the multiplier at 2× because past that the gain is invisible and the cost is not.

Decoration without a GPU tax

Small flourishes use CSS 3D transforms, not a second WebGL context. One canvas per page is the rule.

Process

The risky part goes first.

Most immersive projects fail late, when a beautiful prototype meets a real device. We invert the order.

01Week 1

Establish the constraint

Before anything is designed we agree on the frame budget, the device floor, and the one moment the page has to earn. Everything after that is measured against it.

02Weeks 2–4

Prototype the hard part first

The signature interaction gets built before the marketing copy exists. If it will not hold 60fps on a mid-range phone, we find out in week two instead of week nine.

03Weeks 5–8

Build outward, ship measured

Sections land one at a time against a working prototype. Each one is profiled on real hardware before the next one starts.

Evidence

Numbers we are willing to publish.

58ms

Median interaction latency across shipped work

94

Average Lighthouse performance, desktop

12

Products in production right now

0

Projects handed over without a performance budget

“They shipped the hardest interaction in week two and spent the rest of the engagement making it boring to maintain. That order is rare.”

Priya Raman

VP Product, Aperture Labs

“Our previous build streamed a 40MB video behind the hero. Helios replaced it with something that loads instantly and looks better on every screen we tested.”

Tomas Lindqvist

Head of Digital, Northwind Energy

Questions

The ones we get asked first.

A frame sequence is 100+ images the visitor has to download before anything moves — tens of megabytes, fixed at whatever resolution you exported. Real-time geometry ships as a few hundred kilobytes, renders at the display’s native density, and can respond to the cursor. The trade-off is that it needs WebGL, so we always design a graceful fallback.

Next step

Tell us the one moment that has to land.

Send the brief, or just the problem. We will tell you whether it needs real-time 3D or something considerably more boring — and we are happy to say the second one.