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About

Engineer who designs

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

Engineer first, but the fun kind

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

Four ways to work together

Mostly contract and fractional-lead. I take a handful of projects a year so each one gets the whole of me.

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

Creative technology

WebGL, generative and real-time work. The things a normal front-end team looks at and says “we can’t do that here”.

  • Shaders
  • Real-time data
  • Generative systems
  • R&D

Design systems

The version of the brand that lives in code, built so the people using it cannot easily make it ugly.

  • Tokens
  • Component library
  • Docs
  • Adoption

Prototyping

Fast, convincing prototypes for pitches and product bets, the ones that have to feel real before anyone commits budget.

  • Concept
  • Working demo
  • Handover
  • Next steps

Practical

The questions before a contract

Day rate for contract work starts around €900, with a lower fractional-lead rate for longer engagements. Fixed-price only for tightly-scoped prototypes, because interactive work discovers its own requirements and an hourly ceiling protects us both. Tell me the budget and I’ll tell you honestly what fits inside it.

Contact

Tell me the problem

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