SELECTED WORK
Experiments
Three.js, WebGL and AR experiments.
Educational + AR
Educational + AR is an interactive 3D prototype designed to explain Veolia’s waste-to-energy process in clear sequential steps. The experiment focused on turning technical infrastructure content into an intuitive guided journey. Built with Three.js and web interaction patterns, it validates how storytelling, spatial navigation, and lightweight animation can improve comprehension of industrial workflows for non-technical audiences.
Bottle Simulation
Bottle Simulation explores real-time product rendering for translucent materials, reflections, and fluid-like motion cues. The objective was to test visual fidelity while keeping smooth performance on web devices. Developed in Three.js with custom lighting and shader adjustments, this experiment helped refine lookdev decisions for future product campaigns that require premium surfaces and believable motion in browser environments.
Parense de Manos
Parense de Manos is an interactive 3D venue map created to communicate entrances, sectors, and circulation points for a large event at Vélez. The experiment validated how spatial information can be understood faster through real-time 3D compared to static plans. It was built as a web-first prototype, balancing usability, orientation, and performance for audiences checking logistics from mobile and desktop.
Book 21
Book 21 is an animated GLB experiment focused on asset optimization and visual consistency in browser playback. The goal was to test timing, shading behavior, and compression tradeoffs without degrading perceived quality. This prototype helped define export settings, material strategy, and loading behavior for future web 3D pieces that need lightweight delivery with cinematic motion and reliable cross-device performance.
Lights and Shadows
Lights and Shadows is a controlled lighting study to evaluate contrast, depth perception, and material response under different setups. Using A-Frame and WebXR-oriented scenes, the experiment compares how key, fill, and shadow intensity affect readability and atmosphere. The output serves as a reusable baseline for setting visual hierarchy in immersive environments before moving to production-level scenes.