Surface to the Challenger Deep
Past a shark at 120 m, a sperm whale at 1,200 m, the Titanic at 3,800 m. Marine snow streams by, the light dies at 200 m, and the trench walls close in below 6,000 m.
Real-time 3D, motion systems, and interfaces engineered to feel inevitable. Everything below runs live in your browser.
Scroll to renderSixty-five thousand points drawn in a single call. No video file, no image sequence, nothing to download.
Every target shape is solved once on the CPU. Scrolling only moves a number the GPU reads.
It renders at your display’s native pixel density. On a 4K panel the edges stay sharp.
The whole scene ships smaller than one frame of a pre-rendered sequence would.
Same engine as the hero above, different geometry. Every readout on screen is a real measured value, not decoration.
We keep the studio small and the surface area narrow. Everything we ship touches at least two of these three.
WebGL and shader work that runs on the device instead of streaming down as video. Sharp at any resolution, interactive by default.
A documented vocabulary of easing, stagger and spring values, so every screen in the product moves like it belongs to the same product.
Frame budgets treated as a requirement, not a nice-to-have. We profile on mid-range Android before we call anything finished.
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.
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.
render target = viewport × devicePixelRatio, capped at 2
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.
Small flourishes use CSS 3D transforms, not a second WebGL context. One canvas per page is the rule.
Most immersive projects fail late, when a beautiful prototype meets a real device. We invert the order.
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.
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.
Sections land one at a time against a working prototype. Each one is profiled on real hardware before the next one starts.
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
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.
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.