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LOST IN SPACE (an experimental portfolio)
A collection of experimental projects, side ventures, and creative explorations that exist somewhere between concept and completion. This portfolio showcases work that may never see the light of day—projects paused mid-flight, abandoned for new pursuits, or simply created for the joy of making. Each piece represents a moment of curiosity, a technical challenge, or a creative impulse that deserved to be documented, even if it never quite made it to launch.
The visual language draws from the liminal space between nostalgia and futurism—vintage CRT monitors floating in an infinite aurora-lit void. Each project exists as a relic on a screen, suspended in time like artifacts in a museum of unrealized potential. The aesthetic embraces the imperfection and warmth of analog technology while being rendered through cutting-edge WebGL techniques.
This juxtaposition mirrors the nature of the work itself: polished enough to be presentable, yet incomplete enough to remain honest about the creative process. Not everything needs to ship. Not every idea needs to reach production. Some of the most valuable work exists in the exploration itself—the learning, the experimentation, the bold attempts that didn't quite land.
The interactive 3D environment invites exploration without demanding it. Projects can be browsed casually or examined in detail, reflecting the varying states of completion and ambition across the collection. The aurora background—constantly shifting, never repeating—serves as a visual metaphor for the creative process: beautiful, chaotic, and impossible to fully control.
This portfolio is a WebGL-based 3D experience built from the ground up using custom GLSL shaders and real-time rendering techniques. The interface features physically-based materials, post-processing effects, and interactive 3D models that respond to user input.
Core Technology
The rendering engine leverages Three.js r161 with custom fragment and vertex shaders for electric border effects, CRT scanlines, and chromatic aberration. Each portfolio card utilizes a custom ShaderMaterial with real-time uniforms for hover states, glow intensity, and edge detection.
Post-processing pipeline includes UnrealBloomPass for selective bloom, custom analog decay shaders for film grain and VHS artifacts, and an AfterimagePass for motion blur trails. The background features procedural noise-based aurora effects generated entirely in GLSL.
Technical Specifications
Rendering: WebGL 2.0 with Three.js r161
Shaders: Custom GLSL vertex/fragment programs
Animation: GSAP 3.12 for UI, Three.js for 3D interpolation
Models: GLTF 2.0 with PBR materials
Textures: Dynamic VideoTexture and canvas-based procedural generation
Performance: 60fps target with dynamic LOD and texture atlasing
The codebase demonstrates advanced WebGL techniques including raycasting for 3D object interaction, quaternion-based camera controls, and efficient particle systems with instanced rendering.
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