Prototyping

Proofs you can click.

Before you commit a roadmap, hold the thing in your hands. We build interactive prototypes real enough to test — and to convince the room.

What you get

Close enough to real to decide

Interactive prototypes

Clickable flows with real motion and state — not slides pretending to be software.

Real-time & 3D proofs

WebGL, canvas and physics concepts that prove the hard part actually runs.

Embeddable demos

Chromeless, shareable builds you can drop in a deck, a doc, or a pitch.

Validated concepts

A prototype we test with real users — so the roadmap rests on evidence, not opinion.

Live prototypes

Proofs that actually run

Interactive, real-time scenes — mouse-tracked, physics-driven, embeddable. Hover to play.

Uprising
Interactive kaiju scene · mouse-tracked
Real-time
Ecosystem
Living rainforest · physics + SVG
Generative
Stone Garden
Gaze-tracking scene
Real-time
Real-time 3D

Characters you can grab

A live, procedural 3D character running in the browser — no game engine, no baked assets. A real prototype, not a video: drag to spin, click to emote.

Drag to orbit · click to emote

Real-time, no assets

A fully procedural 3D character — modelled entirely from Three.js primitives (no GLB, nothing baked), lit and shadowed in the browser, with a live emote state machine. Spin her a full 360°; click to cycle expressions.

The same rig drives a whole cast from just palette + geometry — the kind of live, stateful interface we prototype end to end.

Three.jsWebGLprocedural60fpsemote system
How we work

Sketch, build, test — fast

01

Sketch

We pin down the one question the prototype has to answer, and scope to exactly that.

02

Build

A real, interactive build in days — motion, state and the risky part working for real.

03

Test

Put it in front of people, watch what happens, and hand you a clear recommendation.

Have an idea worth de-risking?

Let's build the smallest thing that proves it — or kills it — this month.