Quantum Visualizer
Interactive 3D particle system visualising quantum entanglement with real-time physics and 240k GPU-simulated particles.
I'm Aria Vance, a creative technologist specialising in real-time 3D for the web. I build dimensional interfaces, generative visualisers, and immersive brand experiences using Three.js, WebGL, GLSL and React Three Fiber — engineered to run smoothly at 60fps on any device.
A curated selection of immersive experiences — each one a study in real-time rendering, interaction design, and dimensional storytelling.
Interactive 3D particle system visualising quantum entanglement with real-time physics and 240k GPU-simulated particles.
Spatial analytics platform with 3D data landscapes and immersive information architecture for engineering teams.
Adaptive 3D user interface that morphs between states with fluid dimensional transitions and gesture-driven controls.
Procedural terrain generation with real-time hydraulic erosion simulation and atmospheric volumetric rendering.
Time-travel themed 3D experience with portal mechanics, dimensional rift effects, and spatial audio design.
Pure CSS 3D transforms creating impossible geometry and Escher-inspired spatial illusions — zero WebGL dependency.
Behind-the-scenes on two flagship projects — the brief, the build, the tech, and the measurable outcomes.
Commissioned by a research lab to communicate quantum entanglement to a general audience, I built a real-time particle field of 240,000 GPU-simulated particles reacting to visitor input via WebSockets. The installation ran for three months at a science museum and doubled average dwell time.
A SaaS analytics platform wanted to differentiate from flat charts. I designed and built a 3D data landscape where engineering metrics occupy volumetric terrain — anomalies literally rise as peaks. The result: a 38% increase in trial-to-paid conversion and a feature spotlight at SaaStr Annual.
My toolkit orbits a single discipline — building 3D experiences that feel alive on the open web. Here are the technologies I reach for daily.
Eight years of building immersive web experiences, distilled into a few honest metrics.
Four phases I take every project through — from dimensional concept to production-grade 60fps release.
We define the brief, audience, and the single emotion the experience should evoke. I deliver a creative direction document with moodboards, references, and a risk assessment.
A working greybox — geometry, camera, motion language, and interaction feel — before any visual polish. This de-risks the hardest technical unknowns early.
Lighting, materials, post-processing, and custom GLSL. I tune the look across at least three device classes — flagship, mid-range mobile, and fallback — in parallel.
Performance budgets, accessibility fallbacks (motion-reduce, low-power), analytics events, and a 30-day post-launch tuning window. Documentation included.
Eight years of building immersive experiences — from indie experiments to museum installations.
Cut my teeth on campaign microsites, learned Three.js on the job, shipped my first Awwwards-mentioned project within 9 months.
Led 3D on automotive and fashion launches. First major WebGL pipeline — instanced crowd systems, real-time car configurators.
Embedded with SaaS product teams to bring 3D data visualisation into dashboards. Spoke at SmashingConf and FITC.
Working with select clients on museum installations, brand experiences, and ambitious 3D products. Two Awwwards SOTDs in 2025.
Selected feedback from art directors, product leads, and engineers I've shipped alongside.
Aria turned a vague brief — "make quantum physics feel like a place" — into the single most-talked-about piece in our museum. Performance was flawless on hardware we'd already bought.
Few people can hold a conversation about shader performance and product strategy in the same meeting. Aria can. She's the rare technologist who thinks in screenshots.
We hired Aria for a six-week sprint. She left us with a 3D system our own engineers could extend, documentation included. That's not normal.
The technologies I reach for daily — and the ones I keep in reserve for the right brief.
I take on a small number of projects each quarter so every build gets my full attention. Tell me what you're working on — I respond within two business days.