Orbit Data Core
A real-time WebGL hero where the data geometry is generated from live telemetry. 1.4MB, 60fps on mid-range mobile, fully lazy-loaded.
➜ ./webnuvexa --motion
Spinning up render pipeline▊
Compiling shaders...
✓ GSAP timeline engine loaded
✓ WebGL context acquired
✓ prefers-reduced-motion fallback armed
Ready to animate▊
// Motion Design Services
Micro-interactions that guide, scroll choreography that holds attention, and 3D that loads in under 2MB. Animation engineered for 60fps and for the users who need it switched off.
Four motion disciplines, from 200ms button feedback to real-time WebGL product configurators.
Hover, press, toggle, and transition states that confirm the action happened. 120–320ms, eased, never decorative for its own sake.
Scroll-triggered reveals, parallax, pinning, and pinned narrative sequences — driven by IntersectionObserver, never scroll-jacked.
Explainer animations, product promos, and kinetic type for social and paid. Storyboarded, then built in After Effects.
Real-time 3D product visualisation, shaders, and configurators. Draco-compressed, lazy-loaded, and budgeted under 2MB.
Interactive, cinematic, and real-time — built inside a performance budget.
Button feedback, form state changes, and navigation transitions that make the interface feel responsive and legible.
Shared-element transitions between routes so context survives navigation instead of resetting to a blank screen.
Scroll-linked sequences with pinning and staggered reveals, tuned on real devices rather than a 4K studio monitor.
Vector animations exported from After Effects as lightweight Lottie or inline SVG, with runtime control from JavaScript.
Kinetic typography, logo stings, and broadcast-grade motion packages for launch films and social cutdowns.
Storyboarded product films combining 3D renders, screen capture, and sound design with licensed audio.
Three.js or React Three Fiber scenes with custom GLSL shaders, physically based lighting, and post-processing.
Frame budgeting, GPU profiling, and full prefers-reduced-motion fallbacks so nobody gets motion sickness or a dropped frame.
A five-phase pipeline where animation is specified before it is built.
Interface review and frame profiling. Which moments are flat, which are confusing, and where motion is currently doing a layout shift's job.
Frame-by-frame sequences with timing, easing curves, and a purpose statement per animation. If it has no job, it gets cut.
Timing built in code first. Every duration and curve tuned until the sequence feels inevitable rather than animated.
Final animation, Lottie and WebGL optimisation, asset weight budgeted, and a reduced-motion variant shipped alongside the full version.
Real-device testing, frame-rate monitoring, and interaction latency checks. Animation that costs conversion is animation that is cut.
Sample interaction work, built to a performance budget and a reduced-motion fallback.
A real-time WebGL hero where the data geometry is generated from live telemetry. 1.4MB, 60fps on mid-range mobile, fully lazy-loaded.
Pinned scroll sequence across six product chapters with a shared-element handoff into the cart. Reduced-motion fallback included.
45-second launch film plus 14 social cutdowns. Kinetic type system, sound design, and a colour grade matching the brand tokens.
Node-based micro-interaction system across the pipeline builder, with a performance budget so animation never blocks input.
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