2000+ directions, one studio.
Sixteen are shown here, each one a real page we built and then recorded scrolling, so you watch the layout and its motion the way a visitor would.
Every window takes a different design language to the same brief.
These are not active websites but are visual representations of what we can professionally produce. Contact sales for information on design capabilities.
Type, colour, rhythm and motion pushed somewhere distinct. Pick the ones that feel like you and we will build from there.
Sixteen concepts in four families. Open a family to play its four recordings.
01
Black ground, one accent
Concepts 01 / 03 / 06 / 09
4 recordings
Near black grounds carrying a single saturated accent, used as punctuation rather than as a surface. Scale and tonal steps do the work that weight and shadow normally would.
02
Paper and print
Concepts 02 / 13 / 14 / 15
4 recordings
Light grounds borrowed from print: frosted paper, pastel board, magazine rhythm and a broadsheet grid, each holding one signal colour and no bold weights.
03
Interface and instrument
Concepts 04 / 08 / 10 / 11
4 recordings
Product screens rather than posters: hairline panels, translucent chrome, monospaced data and exactly one action per view.
04
Glass, gradient and band
Concepts 05 / 07 / 12 / 16
4 recordings
The surface carries the design: full bleed colour tiles, frosted glass, midnight and white bands, and gradient filled monument type.
Behind the build
How the work gets made
77 screenshots, renders and working files from the build of this site, sorted into four boards. Open one to see what each image was doing at the time. Nothing here is a stock picture.
01 The Work library, sixteen windows WORK PAGE / CONCEPT RECORDINGS 17 images
Sixteen web page concepts built as small React compositions, then recorded frame by frame and encoded as looping clips for the Work page.
Deterministic Recorded Sixteen
Open the whole board
02 The camera hero, render and tune HOME PAGE / THREE DIMENSIONAL HERO 22 images
Two routes to the same hero. Blender clips rendered frame by frame first, then a live scene driven by the scroll, tuned against sliders until the numbers were locked.
Rendered Scrubbed Locked
Open the whole board
03 Source material and the live page MODELS, TEXTURE MAPS, SHIPPED RESULT 20 images
What the hero was actually built from. Manual diagrams read for the lens parts, photogrammetry texture sets measured before choosing a model, and the finished section on the live site.
Measured Mapped Shipped
Open the whole board
04 Reference and abandoned paths WHAT SET THE BRIEF, WHAT DID NOT SURVIVE 18 images
Generated stills that set the exploded camera direction, and the early concept grids from the first recording pass that the sixteen chosen windows replaced.
Explored Rejected Kept
Open the whole board
Outside the browser
3D Designing
25 Blender projects from the studio archive, sorted into 6 boards by what each one was testing. 125 frames in total: finished renders, wireframe passes, and the panels that show how the scene was actually put together.
01 Things falling apart on purpose BLENDER / RIGID BODY AND FLUID 4 projects
Four scenes built on Blender's solvers rather than on keyframes. Stacked geometry, fractured sculpture, bricks and guided fluid, each one set up, baked, then framed at the moment the simulation reads clearest.
Solved Baked Shattered
Open the whole boardB01.01BALL DROPPING
349 cubes stacked in columns and dropped onto a chrome ball with the rigid body solver. Tested collision shapes, mass and substep tuning.
351 objects · 349 active rigid bodies · 100 frames · HDRI world
B01.02RHINO RIGID BODY
A rhino sculpture cell fractured into 299 rigid bodies with separate inside and outside materials, dispersing across 150 frames.
307 objects · 299 active rigid bodies · 747,950 verts · frames 350 to 500
B01.03BRICK SIMULATION
109 rigid body bricks scatter off a plate at 60fps. Wood and metal PBR sets with normal and displacement maps drive the surfaces.
114 objects · 109 active rigid bodies · 60 fps · 2 PBR texture sets
B01.04BALLS
Balls run along curve paths with clamp-to constraints while skin and fluid modifiers build the trails. Tested path animation against modifier stacks.
7 objects · 3 fluid, 2 skin, 1 curve modifier · 720 frames
02 Surfaces that answer back BLENDER / CLOTH AND DEFORMATION 4 projects
Cloth, cached deformation and modifier driven twisting. The work here is in the control layer: which vertices are pinned, what drives them, and how a stack of modifiers holds its shape while it moves.
Pinned Cached Twisted
Open the whole boardB02.01CLOTH SIM 2
Cloth pinned by a vertex group that a weight proximity modifier rewrites as an empty moves. Pin control without keyframing single vertices.
1 cloth object · 704 verts · 2 vertex groups · 250 frames
B02.02CLOTH SKELE
A segmented tube deformed by twelve mesh cache modifiers reading baked sequences, with subdivision on top. Cached deformation instead of live solving.
22 objects · 12 mesh cache modifiers · 21 subdivision · 38 vertex groups
B02.03SATISFYING SQUARE
Bevelled plates arrayed and twisted by a rotator empty, finished with a layer weight iridescent shader. A short loop from one modifier stack.
6 objects · array and bevel · layer weight shader · 419 frames
B02.04TWISTIES
A plane twisted into stacked ribbons by geometry nodes with simple deform and displace, lit as a bright product loop.
10 objects · geometry nodes, simple deform, displace · 320 frames
03 Everything built from nodes BLENDER / SHADING AND MATERIALS 5 projects
Five material studies with almost no image textures between them. Interference colour, anisotropic metal, glass and liquid chrome, each one assembled from noise, gradients and ramps and judged against a studio HDRI.
Layered Sampled Lit
Open the whole boardB03.01NACRE SHADER
One sphere, one node group. Layered interference colour built from scratch to read as nacre, judged against an 8K studio HDRI.
1 object · 2 node groups · 8K HDRI · 482 verts
B03.02LIQUID METAL SUIT
1.24 million verts under a procedural liquid metal shader: noise into bump and normal maps, remapped through colour ramps, lit by HDRI.
21 objects · 1,240,466 verts · 13 materials · 4 cameras
B03.03BALL TEXTURE
One sphere, no image textures. Magic, noise, voronoi and wave nodes feed an anisotropic shader with displacement. A procedural texturing exercise.
4 objects · 4 materials · procedural only · 1000 frame range
B03.04CRYSTALS
Glass streak shells built from simple deform and curve modifiers, coloured by a gradient into a colour ramp. Refraction and layered transparency.
11 objects · 3 simple deform, 3 curve modifiers · 3 cameras
B03.053D VECTOR ASSETS
An SVG logo imported as eleven curves, extruded and given glass shaders under one emission strip. A vector to 3D workflow.
15 objects · 11 SVG curves · 14 materials · glass shaders
04 Panel lines and clean silhouettes BLENDER / HARD SURFACE MODELLING 3 projects
Vehicles and mechanical parts built from blueprint references. Mirror, array, solidify and bevel carry most of the geometry, so the test is whether the shape still reads correctly from every angle and in wireframe.
Mirrored Arrayed Bevelled
Open the whole boardB04.01TANK BLEND
A Tiger tank modelled from blueprint photographs across 32 objects using mirror, array, solidify and bevel. Hard surface accuracy was the point.
36 objects · 56,667 verts · mirror, array, solidify, bevel
B04.02CAR AND CAMERA
A Bugatti Chiron built with mirror, array and subdivision, then dressed in 43 materials: anisotropic metals, glass and emission lights.
47 objects · 43 materials · 62,171 verts · 18 subdivision modifiers
B04.03STAND
A folded sheet stand of 334 verts with four flat colour materials. A small hard surface exercise in silhouette and thickness.
1 object · 334 verts · 4 materials
05 Geometry that builds itself BLENDER / PROCEDURAL AND GEOMETRY NODES 4 projects
Node trees doing the modelling. An armour that spreads across a body, a lattice grown from a single cube, and a field of 226 tiles, all driven by node graphs or by one keyed controller instead of hand placement.
Instanced Scattered Driven
Open the whole boardB05.01NANOMESH SUIT
884 objects. Hex scale armour builds itself across a human body through geometry node groups named Self-Construct and Scales, shot from four cameras.
884 objects · 7 node groups · 10 geometry nodes modifiers · 4 cameras
B05.02CUBE ANIMATION
A cube lattice grown by two geometry node trees and driven by a keyframed empty. First test of node instancing over manual duplication.
8 objects · 2 geometry node trees · 500 frames
B05.03HEXAGONAL BACKGROUND
226 hexagonal tiles laid as a field, each carrying a glass and emission shader mixed through a gradient. A background plate build.
227 objects · 226 tiles · glass and emission mix
B05.04HEXAGONAL BACKGROUND, ANIMATED
The same 226 tiles with every one keyframed, rising and turning through a 140 frame pass. Animating a large object count by hand.
227 objects · 226 keyed objects · frames 100 to 240
06 Full scenes, camera in hand BLENDER / SCENE, LIGHT AND ANIMATION 5 projects
Complete shots rather than single objects. Volumetric light, neon strips, studio backdrops and camera moves on paths, with the heaviest file here running 577 objects and just under three million vertices.
Framed Graded Timed
Open the whole boardB06.01CAR AND TRACKS
577 objects and 2.99 million verts. The Chiron placed in a tunnel circuit with 224 subdivision modifiers, curve driven barriers and linked car paint.
577 objects · 244 materials · 2,990,430 verts · 224 subdivision modifiers
B06.02EEVEE ENVIRONMENT
The car suspended in scattered cubes with cyan strip lights and a volumetric world. An EEVEE lighting and atmosphere study, camera on a path.
49 objects · 42 materials · volumetric world · 855 frames
B06.03ODDLY SATISFYING
Twenty cylinders parented by child-of constraints, rotating through a copper barrel with a translucent marble shader. A loop animation study.
27 objects · 17 child-of constraints · 20 subdivision modifiers · 360 frames
B06.04PENDULUM RENDER
A weighted disk swings on a wire in a soft studio. Marble and bump shaders, camera tracking, 359 frames of constraint driven motion.
9 objects · 7 materials · 359 frames · marble and bump shaders
B06.05TESSERACT
Nested cubes rotating inside each other with emission edges and glass faces, dressed in marble and metal plate PBR sets.
17 objects · 7 materials · frames 213 to 520 · 3 PBR texture sets
Pick a direction
Tell us which windows caught your eye and we will build the real thing around your brand, your copy and your photography.
Contact sales