Can you spin the sneaker without getting stuck scrolling the page?
That’s one of the first things I check on my phone when I build a 3D product viewer. A swipe might mean “show me the other side of the shoe” or “take me to the product details.” The viewer has to make room for both.
That’s what I’m exploring with RetroFX Sneaker Lab. I want the 3D to help you do the things you’d do with the shoe in your hands: turn it over, look at the details, and see how the color changes the design.
If you were shopping for this sneaker, what would you want to inspect first?
I built a lamp that switches on with your scroll. 💡
NOCTE is a concept site for a modular table lamp. Scroll into the configurator and the cream page fades into night, the lamp lights up, and its warm light tints the whole page.
Change the light from 2200 K to 3000 K and the page shifts with it.
Pick the shade, body and cable, and every lamp gets its own link.
A fashion storefront needs to show the outfit and make its individual pieces easy to find.
For FORM, I paired a warm, editorial lookbook with clearly grouped product names, prices, and size choices.
Cream surfaces, charcoal typography, and consistent product cards connect the homepage with the desktop and mobile screen concepts.
One useful design principle from this project: give campaign imagery and shopping details their own readable zones. The collection can have a strong visual presence while the next product decision stays clear.
I had a random idea: what if I built a 3D Taekwondo game that runs entirely in the browser? 🥋
Well… I actually went and built it 😂
Introducing DOJANG — a little side project that started as an excuse to explore 3D development and turned into a surprisingly fun game.
You can:
- Spar against AI opponents at different difficulty levels.
- Practice Taekwondo techniques and combinations.
- Compete using arcade or Taekwondo-inspired scoring rules.
- Work your way through belt progression.
- Play on desktop or mobile.
It's built with React, Three.js, TypeScript, and a lot of experimentation with animation, physics-like combat interactions, and game mechanics.
This was a fun opportunity to step outside my usual product and interface development work and explore a completely different kind of interaction design.
There's still plenty I'd love to improve, but that's part of the fun of building things.