Getweys — Immersive Web

Real-time 3D, shader-driven motion and scroll-linked storytelling that run at sixty frames a second in a normal browser tab. No plugin, no download, no app store.

Start an immersive build

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

The case

Everything below is running right now, on your machine

Most agencies describe immersive work with a video. We ship it. The particle field behind this page, the globe on the homepage and the atmosphere on every service page are real WebGL, compiled and drawn on your GPU as you scroll.

That matters because immersive work fails in production for one reason: it is built as a demo and never as a website. A scene that looks perfect on a workstation drops to eight frames a second on a three-year-old Windows laptop, and the client finds out after launch.

We build to a measured frame budget from the first commit, on the hardware your audience actually owns.

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

    • three.js
    • React Three Fiber
    • glTF pipelines
    • Draco compression
    • Instanced rendering
    • Frame budgets

    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
    • Vertex displacement
    • Particle systems
    • Volumetric atmosphere
    • Post-processing
    • Single-pass effects

    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

    • Live material swaps
    • Shareable URL state
    • Cart integration
    • Measurement overlays
    • AR handoff

    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

    • Scroll-driven animation
    • Camera choreography
    • Section staging
    • Reduced-motion fallbacks

    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

    • First-person navigation
    • Baked lighting
    • Level-of-detail streaming
    • Guided tours
    • Hotspot content

    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

    Performance Engineering

    • Device tiering
    • Context management
    • Compositor auditing
    • Battery and thermals
    • Measured before and after

    Existing WebGL that stutters, drains battery or blanks out on a route change. We profile it against real devices, find what is actually costing frames and bring it back inside budget.

    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 it pays

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, device mechanisms and procedures a patient needs to understand before they consent.

  • SaaS

    Abstract products made concrete, so the value lands before the trial signup.

  • Manufacturing & industrial

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

  • Property & architecture

    Spaces that do not exist yet, walked through before ground is broken.

  • eCommerce

    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

Straight answers

The questions that come up in the first call, answered before you ask them.

  • It is slow when nobody sets a budget. We agree the slowest device that must hold sixty frames before we model anything, then profile against it every week. Scenes ship with a lighter tier for weak GPUs and a static fallback where WebGL is unavailable, so the page is never simply broken.

  • Yes, when the content lives in markup rather than inside the canvas. We server-render the text, headings, links and structured data, and the 3D layer enhances that page rather than replacing it. Crawlers and screen readers get a complete document either way.

  • Yes. Mobile GPUs are capable but thermally limited, so phones get reduced particle counts, smaller textures and simpler post-processing from the same codebase. We test on mid-range Android and older iPhones, not only on a current flagship.

  • A single hero scene on an existing site is typically three to five weeks. A full immersive site with several bespoke scenes runs ten to sixteen. The variable is asset authoring, not code, which is why we prototype the hardest scene in week one.

  • Because you are paying for geometry, shaders and performance engineering on top of the site itself. It earns that back when the product is genuinely hard to explain. If it is not, we will tell you on the first call and quote a conventional build instead.

  • Usually. A self-contained scene can be mounted into most modern stacks and lazily loaded so it costs nothing until it scrolls into view. We audit the host site first, because a page already carrying heavy scripts will not hold frame rate no matter how efficient the scene is.

  • 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.

Tell us what you are trying to show and the device your audience will show up on. We will tell you honestly whether immersive is the right answer.