Immersive Web Experiences

Getweys builds real time 3D, custom shaders, and interactive storytelling that runs at sixty frames a second in a standard browser, engineered to a measured frame budget rather than a demo on a fast laptop. This is immersive web design built to work on the devices your visitors actually carry, delivered from our Austin, Karachi, and Auckland teams.

Start an Immersive Web Project →

WebGL · Real time 3D · Shaders · Scroll linked motion · Product configurators · Performance budgets

The case

Everything below is running right now, on your machine

An immersive website isn’t a homepage with a video background. It is real time 3D models a visitor can rotate, product configurators that respond to input, and scroll linked storytelling that changes based on what someone does. We hold it to the frame budget discipline of a well optimized game, so it stays smooth on a mid range phone, not just a development laptop.

What we build

Each of these ships as a scene with a frame budget, a lighter tier and a fallback. None of them is a package name.

  • 01

    Real Time 3D Websites

      Scenes authored in Blender or built procedurally, then rendered live in the browser with three.js. Geometry is decimated, textures are compressed and draw calls are batched so the experience loads fast and holds its frame rate.

      Build a 3D site→
    • 02

      Custom Shader Work

        GLSL written for the effect you actually want, rather than a stack of post processing passes bolted onto a template. Displacement, refraction, volumetric atmosphere and particle systems that run in a single pass.

        Commission a shader→
      • 03

        Product Configurators

          Let a customer turn the product, change the finish and read the price without leaving the page. Configurator state stays in the URL, so a customer can send their exact build to a colleague or straight to your sales team.

          Scope a configurator→
        • 04

          Scroll Linked Storytelling

            The page becomes the timeline. Camera moves, geometry morphs and copy arrives in step with the scrollbar, driven by a single scroll signal rather than a dozen competing observers fighting each other for the main thread.

            Plan a narrative build→
          • 05

            Virtual Spaces & Walkthroughs

              Navigable environments for a facility, a showroom or a headquarters, delivered as a URL. Useful anywhere a photograph cannot show scale and a site visit is expensive.

              Model a space→
            • 06

              Built on a measured frame budget, not guesswork

                Every immersive web project starts with a target frame rate and device tier: flagship phone, mid range phone, older hardware. Every asset decision gets tested against that budget. We use WebGL and WebGPU, React Three Fiber, compressed 3D models (Draco, KTX2), and testing on physical devices rather than browser emulation alone. Related services Immersive builds depend on good source assets and solid front end engineering, so we deliver both in house: 3D & 2D Modeling → • Web Development →

                Rescue a slow scene→

              How it runs

              1. 01

                Feasibility & frame budget

                Before any modelling, we agree the slowest device that must hold sixty frames and the largest download the audience will tolerate. Every later decision answers to those two numbers.

              2. 02

                Prototype the hard part first

                The riskiest effect gets built in week one, alone, on the target device. If it cannot hold frame rate we find out while the plan can still change rather than the week before launch.

              3. 03

                Build to the budget

                Scene, copy and interface come together with the profiler open. Geometry, texture and draw-call cost are tracked per commit, so nothing quietly doubles the frame time.

              4. 04

                Profile on real devices

                Integrated graphics, mid range Android, Safari on an older iPhone. We measure on hardware rather than on a throttled desktop, and we hand over the numbers with the build.

              Standards

              Immersive work is easy to start and hard to ship. These are the things that decide whether it survives contact with a real audience.

              • A frame budget before a storyboard

                We name the target device on day one. Everything afterwards is measured against it, which is why our scenes do not need a warning about supported hardware.

              • It degrades, it never breaks

                Every scene carries a lighter tier and a static fallback. If the GPU is weak, WebGL is blocked or the visitor prefers reduced motion, the page still reads and still converts.

              • Immersive and still accessible

                Content lives in real markup, not in the canvas. Screen readers, keyboard navigation and search crawlers get a complete page whether or not a single pixel of 3D renders.

              • Search engines can read it

                A 3D site that cannot be crawled is a brochure. We server render the content layer and keep structured data intact, so the experience is also a ranking asset.

              • Modelling and engineering under one roof

                The people authoring the geometry sit with the people writing the shaders. Nothing is thrown over a wall at the point where asset weight and frame time are decided.

              • You get the source

                Scenes, shaders, build pipeline and the profiling harness. No black box, no licence that expires, no dependency on us to change a colour.

              Where immersive web experiences pay off most

              Immersive work earns its cost where the thing being sold is hard to photograph, expensive to visit or difficult to explain in a paragraph.

              • Healthcare

                Anatomy, procedures, and device mechanisms are spatial problems. A photo and three paragraphs often can’t explain what an interactive 3D model shows in seconds. This is the highest value use case we see, and where our healthcare website design work concentrates.

              • SaaS

                Interactive product demos and dashboard previews let a buyer experience a product is value before signing up, which tends to outperform static screenshots for trial to paid conversion.

              • Manufacturing & industrial

                Machinery too large to demonstrate and too detailed for a photograph.

              • Real Estate & Hospitality

                Virtual walkthroughs give visitors a sense of scale and layout that photos alone can’t provide.

              • E Commerce

                Configurable products where finish, fit and scale decide the purchase.

              • Government & public sector

                Infrastructure programmes explained to a public that will never visit the site.

              What it is made of

              • Rendering

                • three.js
                • React Three Fiber
                • WebGL 2
                • WebGPU
                • GLSL
                • Drei
              • Assets

                • Blender
                • glTF / GLB
                • Draco
                • KTX2 / Basis
                • Baked lightmaps
              • Application

                • Next.js
                • TypeScript
                • React
                • Framer Motion
                • Tailwind
              • Measurement

                • Chrome DevTools
                • Playwright
                • spector.js
                • Lighthouse
                • Real-device labs

              Questions to ask any immersive web agency

              What frame rate are you targeting, and on which devices? How do you test on real hardware? What happens to important content that lives inside a 3D scene? Can I speak to a past client about performance after launch? We wrote down what good answers sound like. Read: How to Choose a Web Design Agency for a Creative, Interactive Site →

              • Not if it is built correctly. We engineer every immersive project around a frame budget and device tiering from day one, so performance is a design constraint, not an afterthought.

              • The interactive 3D elements themselves generally are not crawlable, which is why we build real, indexable text content around every interactive element, for search engines and AI answer engines alike.

              • Yes, when built with mobile in mind from the start: simplified geometry and interaction patterns for lower powered devices, not the identical experience served everywhere.

              • It depends on complexity. A single interactive product viewer is a different scope from a full 3D environment walkthrough. We’ll give you a specific timeline once we understand the frame budget and device targets for your project.

              • In most cases, yes. A single interactive component, such as a product configurator or a facility tour, can often be added to an existing site without a full rebuild.

              • Any of the three. Austin, Karachi, and Auckland deliver the same work to the same standard, and we staff for time zone overlap with you.

              • Reduced motion is honoured at the system level: scroll linked movement stops, camera moves are cut, and the page becomes a still composition. Nothing essential is ever communicated by animation alone.

              Our headquarters is in Austin. Most Austin agencies we’ve reviewed focus on conventional web design and SEO, and few build real time 3D or interactive experiences. If you’re an Austin business weighing an interactive site or a configurator, our Austin team can meet in person and scope it with you. Our Austin location →

              Further reading

              Notes on this

              All notes →