We build websites that move: 3D product views you can rotate, scenes that respond to the scroll, and camera-led sequences that walk a visitor through a story instead of asking them to read one.
Most sites in this category fail the same way. They look extraordinary in a showreel and then take eleven seconds to load on a mid-range Android phone, drop to fifteen frames per second, and drain the battery of anyone who stays.
We treat the performance budget as part of the brief, not as something to apologise for afterwards. Geometry is optimised, textures are compressed, heavy assets load after first paint, and there is always a fast static path for devices and connections that cannot carry the full experience.
The result should be a site people remember and can still use: on a phone, on a slow connection, and with motion sensitivity turned on.
An animated or 3D website uses real-time graphics and motion as part of how it communicates, not as decoration laid on top of a normal page. That covers 3D models a visitor can rotate, scenes that advance as they scroll, camera moves through a virtual space, and interfaces that respond continuously to the cursor or the touch.
Technically it runs on WebGL, the browser's access to the graphics card, usually through a library such as Three.js. Animation is driven by a timeline tool like GSAP, with ScrollTrigger tying progress to scroll position. 3D models are authored in standard tools, then exported as glTF and optimised heavily for the web, which is a very different job from optimising for a render.
It suits products where seeing beats reading: physical goods with configurable options, architecture and interiors, machinery whose workings are hard to photograph, and launches where the site itself is meant to be the campaign.
The problem it solves is flat description. A product page with six photographs asks the visitor to imagine the rest. A configurator lets them build the exact version they want and watch it change, which is both more persuasive and more informative than any amount of copy.
Interactive product views where visitors change colours, materials, and options and see the result immediately.
Pages where scroll position drives a sequence, whether a camera move, an assembly, or a timeline, so progress feels authored.
Immersive 3D environments running in the browser with no plugin and no app to install.
Single-purpose pages built around one idea, where motion carries the argument.
The smaller layer: transitions, hover states, and feedback that make an interface feel alive without shouting.
Rescuing existing 3D or animated sites that look right and run badly.
Where full 3D is more than the job needs, vector animation gives motion at a fraction of the weight.
Interaction invites exploration in a way static pages do not. People who rotate a product or scroll through a scene are engaging with it, not skimming past.
A configurator shows the exact combination someone is considering. That reduces the uncertainty that stops orders and the mismatch that causes returns.
Most competitors in most categories run the same template. A considered interactive experience is remembered, which matters in a market where everyone claims the same things.
One optimised 3D model can generate every angle and variant, which is often cheaper than repeated photography as the range changes.
Mechanisms, interiors, and processes can be shown working. Some things are simply not explainable in a paragraph.
Because the budget is set at the start, the experience arrives without the load-time penalty that usually comes with it.
Reduced-motion support and a static path mean the site works for visitors who cannot use heavy animation, instead of shutting them out.
We set a frame-rate and load-time target with you before the concept is signed off. A scene that misses it gets simplified. The number is not negotiable after the fact.
We profile on mid-range Android hardware, not only on a developer's laptop. That is where most Indian traffic actually is, and where showreel sites fall apart.
Every movement should carry information or continuity. Animation that exists to be noticed makes a site feel slow, not sophisticated.
Reduced-motion and low-capability paths are designed alongside the main experience, so nobody gets a broken page instead of a calmer one.
Concept, model optimisation, and implementation happen together. Nothing is designed that cannot hit the budget it was given.
Content stays in real HTML instead of being locked inside a canvas, so the page is still indexable and still meets Core Web Vitals.
Furniture, footwear, eyewear, vehicles, electronics: anything sold in combinations that photography cannot practically cover.
Practices and developers who need clients to walk through a space that does not exist yet.
Machinery and components whose value is in how they work internally, which no external photograph shows.
Products with no category yet, where the site has to explain and impress in the same scroll.
Creative businesses whose own site is the portfolio piece and is judged as work.
Marketers who need a standalone experience with a defined lifespan and a reason to be shared.
The priority is accuracy and speed of feedback. Every option must render instantly and match what actually ships.
The priority is clarity. A cutaway or exploded view, driven by scroll, beats a long technical description.
The priority is impact and shareability, usually on a single page with a defined campaign life.
Motion can be added in layers, hero interaction first and deeper scenes later, without rebuilding the whole site.
Lottie and CSS animation deliver a lot of the perceived quality at a fraction of the cost and weight of full WebGL.
Where much of the audience is on mid-range phones and variable connections, the static path stops being a fallback and becomes the primary design target.
| Deliverable | What it covers |
|---|---|
| Concept & performance budget | Agreed creative direction plus written frame-rate, load-time, and minimum-device targets. |
| Storyboard & motion plan | Key moments and the scroll or interaction map, approved before production. |
| 3D asset optimisation | Model preparation, decimation, texture compression, and glTF export tuned for the web. |
| Interactive prototype | Early build of the core interaction, tested on real target hardware. |
| WebGL / Three.js build | Full scene development including materials, lighting, camera, and controls. |
| Scroll & timeline animation | GSAP and ScrollTrigger implementation tied to real scroll progress. |
| Responsive behaviour | Adapted experience for tablet and mobile, not a shrunken desktop scene. |
| Reduced-motion fallback | A calm, fully functional version for visitors who request reduced motion. |
| Performance report | Before-and-after profiling on target devices with the numbers stated. |
| SEO-safe content structure | Real HTML content and metadata outside the canvas so the page remains indexable. |
| Source files & documentation | Project files, optimised assets, and notes on how to extend the scene. |
3D and animation work is priced by scene complexity and asset preparation, not by page count. A single configurator can take longer than an entire marketing site.
What drives the cost:
Where the budget is tight, the honest recommendation is usually fewer moments done properly. One exceptional interaction beats five that stutter. We agree scope and a fixed price in writing before production.
Tell us what you want people to experience and we will tell you what is achievable inside your budget and performance target.
Cost depends on scene complexity, whether 3D models already exist, how much optimisation they need, and how interactive the experience is. A single product configurator and a full navigable environment sit far apart. We scope each project and quote a fixed price in writing.
It does not have to be, but it will be if performance is treated as an afterthought. We set a frame-rate and load-time budget before the concept is approved, optimise geometry and textures against it, and defer heavy assets so they never block first paint.
Yes, when they are built for it. We test on mid-range Android hardware rather than only on a fast laptop, and reduce scene complexity on lower-capability devices instead of serving the same heavy build to everyone.
Only if the content lives inside the canvas, where crawlers cannot read it. We keep text, headings, and metadata in real HTML alongside the experience, and hold the page to the same Core Web Vitals standard as any other build.
Not necessarily. If you have models from manufacturing or rendering we can optimise them for the web, which is a different job from optimising for a render. If you do not, we can create them, and that becomes part of the scope.
WebGL renders real 3D through the graphics card and suits scenes you move through or objects you rotate. Lottie plays vector animation at a tiny file size and suits illustrated motion. Lottie is far lighter; WebGL does things Lottie cannot.
A focused interactive landing page typically runs four to six weeks. Configurators and full environments take longer, mostly in asset preparation, not in code. Timelines are set in the proposal.
They get a designed static version, not a broken one. We honour prefers-reduced-motion and build the calm path deliberately, because for some visitors heavy motion causes genuine physical discomfort.
Yes. Motion and 3D can be introduced in layers, a hero interaction first and deeper scenes later, without rebuilding the site, provided the current stack can host it.
Yes. That starts with profiling on real target devices to find whether the bottleneck is draw calls, texture memory, shader cost, or simply loading everything upfront. The fix follows the measurement, not guesswork.