Interactive front-ends
The interface-as-product build: motion, 3D and interaction that make a product feel considered rather than assembled.
- Architecture
- Interaction design
- Implementation
- Performance budget
About
A front-end engineer and creative technologist who treats the browser as a canvas. Ten years turning motion and interaction into things people ship.
About
I sit in the overlap where design hands off and engineering picks up, and I have spent ten years arguing that the handoff should not exist. The best interfaces are designed in code, by someone who can feel a dropped frame.
That means I write the shaders and the state machine, I care about the bundle size and the easing curve equally, and I will not ship a thing that stutters on a mid-range phone just because it looks great on my laptop.
Design and engineering are one job, done in the browser
60fps on a mid-range phone or it does not ship
Motion that means something, never decoration
Documented and handed over, so it outlives me
10yr
Shipping to production
42
Projects
3
Conference talks
60fps
Non-negotiable
What I do
Mostly contract and fractional-lead. I take a handful of projects a year so each one gets the whole of me.
The interface-as-product build: motion, 3D and interaction that make a product feel considered rather than assembled.
WebGL, generative and real-time work. The things a normal front-end team looks at and says “we can’t do that here”.
The version of the brand that lives in code, built so the people using it cannot easily make it ugly.
Fast, convincing prototypes for pitches and product bets, the ones that have to feel real before anyone commits budget.
Practical
Contact
What you’re building, when it needs to exist, and roughly the budget. All three, ideally. The third one saves us both a week of dancing around it.
Work
hey@vesper.dev
Based
Amsterdam · remote
Code
github.com/vesper
Writing
vesper.dev/journal