I do technical art for real-time 3D on the web. The badge says "developer", but most of my day is pipelines, tooling, and helping art and code meet in the middle.
My current territory is mobile playable ads - interactive 3D scenes that have to fit into ~5 MB. In practice that means:
- ๐๏ธ maintaining the 3D project template my team builds playables on
- ๐ฆ owning the asset pipeline: compression, repacking, normalization, packaging
- ๐งฏ being the "can we even fit that in 5 MB?" person
Stack today: Three.js + TypeScript. Roots: C++ / OpenGL.
sparcoon-editor - node editor for Three.js VFX
Graphs, timeline, live preview. Exports one self-contained TS module.tesselot - photos into low-poly art
Draw guides, triangle edges follow them. Exports SVG / PDF / PNG.- ๐ฑ laymur - constraint-based UI for Three.js
Built for playables, no layout engine, no DOM. - ๐งฉ three-zoo - small 3D components I keep reusing.