Profile
Creative technologist who designs and builds real-time interactive experiences for the browser.
I own the full path — concept and art direction, WebGL and shader work, front-end architecture,
asset pipelines, performance budgets, deployment. Recent work includes an immersive digital
exhibition with four interchangeable input modes, one of them opt-in hand tracking, and a
commercial 3D experience shipped on the client's own domain. I also build AI products and
AI-assisted production workflows.
Core Technologies
Real-time & 3D
Three.js · React Three Fiber · drei · WebGL · applied GLSL — custom ShaderMaterials,
onBeforeCompile chunk injection, vertex displacement, projective texture mapping ·
glTF/GLB · gltf-transform · Blender (headless/CLI) · geometry instancing ·
interactive camera systems · postprocessing
Front-end & interaction
React · TypeScript · JavaScript · Vite · GSAP + ScrollTrigger · Lenis · Motion · Zustand ·
HTML/CSS · responsive and touch interaction · reduced-motion fallbacks
Audio, input & creative technology
Web Audio — bus routing, analyser topology · MediaPipe hand tracking in Web Workers ·
PixiJS · procedural canvas textures · generative AI video and image workflows ·
prompt and system design · LLM application development
Delivery & tooling
Git · GitHub · Vercel · performance profiling and p95 instrumentation · asset optimization ·
code splitting and lazy loading · Playwright (headless visual verification) · ffmpeg
Selected Interactive Work
01
ARTFOLIO
Immersive 3D Exhibition · Creative Development & Technical Art — for the artist Julia Ternai
A continuous, scroll-driven exhibition that turns five physical artworks into one real-time
environment — with the website conceived as a sixth installation.
- Architected a persistent WebGL canvas with a chapter director. Two chapters stay
mounted — the current one and the next, preloaded — while only one may write camera,
lighting or audio. Shared instanced geometry is owned by the director rather than the
chapter, which eliminated a duplication bug that added a full 145-object set on every
scroll pass across a chapter boundary.
- Built four interchangeable input adapters — pointer, touch, keyboard, and opt-in
MediaPipe hand tracking running in a Web Worker — behind a single interaction contract.
Adding the fourth changed no shared code. Pinch is measured as fingertip distance over
palm size, making it scale-independent.
- Wrote the performance instrumentation before optimizing. An independent p95 probe
reporting raw sample counts and validity checks caught three invalid measurements produced
by the instrument itself, then measured a 15.9 ms per-frame gain from a material-path
change.
- Cut the production payload to 29 MB through a gltf-transform and
headless-Blender pipeline — a 72 MB sky to 143 KB, a 16.3 MB rock set to
1.04 MB — and kept scene modules out of the main bundle by isolating tuning constants
in import-free files.
React · TypeScript · Three.js · React Three Fiber · GSAP/ScrollTrigger · Lenis · Web Audio · MediaPipe · Zustand · Vite · Vercel
Live experience↗
Source↗
02
The Vanity Mirror Experience
Commercial Interactive Experience · Concept, Design & Development — for Palla Cintia
A makeup studio you navigate by reaching for objects on the vanity table: no menu,
four distinct 3D worlds behind them.
- Designed diegetic navigation with no nav bar. Hotspots are anchored in
image-relative coordinates through a computed cover-transform, so they stay locked to the
objects at any aspect ratio and on any device.
- Built the Services scene as shell-based fur — 24 shell layers with procedural
strand cells in a custom shader, where the vertex shader parts the fur tangentially around
the cursor with framerate-independent spring-back. It replaced a 241 MB generated mesh
whose strand geometry shredded on decimation.
- Wrote a view-dependent glitter shader for the Portfolio corridor — world-space hash
cells, randomized micro-mirror normals, fresnel rim, fog-chunk compatible — with the camera
riding a Catmull-Rom curve under scroll and drag control.
- Shipped it to the client's own domain: per-scene lazy chunks, capped device pixel
ratio, reduced-motion fallbacks throughout, separate baked mobile layouts, and a GLB
compressed from 1.64 MB to 109 KB.
React · Three.js · React Three Fiber · GLSL · GSAP · PixiJS · Motion · Vite · Vercel
Live experience↗
03
Web & Style
Creative Studio World · Concept, Art Direction & Development
A Matrix-inspired studio site built as one continuous world — a garden that dissolves into
code, and a five-act scroll-driven architectural film.
- Injected a code-dissolve fragment chunk into every material in the scene via
onBeforeCompile, turning each surface into a glyph field with its silhouette
intact before it erodes through a noise-thresholded discard — then warped the sky's own code
shader into a drain, so the code itself spirals into the vortex.
- Reproduced a 158 MB, 2.36-million-triangle asset entirely as a shader.
Zero payload, no licensing exposure.
- Recovered the building's window grid from a single-mesh GLB by extracting and
clustering the window material's vertices — nine floors by eight columns — then lit the
windows from inside the real openings, so the actual frames and mullions catch the light
instead of a decal on the wall.
- Drove the storm and day-to-night transitions from single shared signals running
sky, clouds, city backdrop and lighting rig together, and built in-browser tuning editors
whose values are baked into constants and stripped from the shipped bundle.
React · Three.js · React Three Fiber · GLSL · postprocessing · GSAP · Vite · Vercel
Live experience↗
Source↗
04
Creative Cortex
Experimental 3D World · Personal R&D
A portfolio conceived as a world you travel through: a particle head, a dive, a code jungle,
and doors into separate chambers.
- Built the entry field as 5,200 particles on a quantized Fibonacci-sphere lattice,
each with its own chaos target, dissolving structure into noise as they drift outward.
- Treated the jungle footage as geometry rather than backdrop — a video texture
mapped onto an open-ended cylinder the camera travels inside.
- Refactored a single large implementation into a modular chamber system with
feature-flagged experimental worlds, decoupled so a failing chamber cannot break the root
experience.
Three.js (vanilla) · GLSL · GSAP + ScrollTrigger · GLTFLoader · Vercel
Live experience↗
Professional Experience
Creative Web Designer & Developer
Web & Style — Independent Practice
2026–Present · webandstyle.com
- Design and build immersive real-time web experiences end to end: creative direction,
interaction and motion systems, WebGL and GLSL, Blender-to-web asset pipelines, responsive
and touch behaviour, performance, deployment.
- Deliver complete client briefs as sole practitioner — most recently a commercial 3D
experience shipped on the client's own domain and an immersive exhibition for a visual
artist.
- Maintain reproducible art-direction workflows: live in-browser tuning editors that let
non-technical stakeholders set values directly, baked into source constants before release.
Founder & AI Engineer
PUMi
2024–Present · Greece / Remote
- Built an end-to-end conversational AI SaaS: React/TypeScript front end, Python/FastAPI
backend, Claude and OpenAI APIs alongside fine-tuned Qwen and Mistral models.
- Curated 3,000+ conversations to shape tone and behaviour; implemented Supabase
authentication, Stripe billing, token-based freemium entitlements and Railway deployment.
Technical Support Specialist
Apple — TP Greece
2024–2025 · Greece
- Resolved 400–500+ cases a month across iOS, macOS, iCloud and billing in a high-volume
production environment.
Enterprise Support Engineer
Microsoft — Concentrix
2023–2024 · Sofia, Bulgaria
- Supported enterprise Microsoft 365 customers across Exchange, SharePoint, OAuth
authentication and PowerShell diagnostics.
Content Creation
Independent Content Creator
YouTube / TikTok / Instagram
2017–Present
- 106K+ combined audience — TikTok 63K+, YouTube 25K+, Instagram 18K+.
- 351K+ TikTok views and 732K YouTube impressions between January and March 2026,
with a 163K peak-view day.
- 50+ brand partnerships, including Prada, Marie Claire, Glamour, La Roche-Posay and Temu.
Entrepreneurship
Founder & Owner
Eatalia Budapest / Centro Zakros
2022–Jan 2026 · Hungary & Crete
Built and operated three venues, owning hiring, suppliers, finances, marketing and daily
operations. Earlier: Receptionist, Hotel Collect (2019–2022) ·
Casting Assistant, RTL Group (2016–2018), Budapest.
Education, Languages & Details
Education
Performing Arts (Drama & Theatre Arts)
Nemes Nagy Ágnes School of Arts · 2009–2013
Languages
Hungarian — Native
English — Fluent (C2)
Greek — Basic
Additional
Category B driving licence
EU citizen, available for relocation