WebGL Developer for Hire — Senior, Remote
Senior WebGL developer with deep Three.js and shader experience, working remote with EU and US clients on fixed-price contracts.
A WebGL developer comfortable at every level: high-level Three.js for fast delivery, low-level WebGL when performance demands it, custom GLSL shaders for effects standard materials can't deliver. My production stack: Three.js v0.170, vite-plugin-glsl for inline shaders, postprocessing for effects, GSAP for animation. Most projects use Three.js as the base; I drop to raw WebGL only when squeezing the last frames out of a scene or debugging GPU memory issues. Engagement: fixed price, 4-6 week delivery, source on your GitHub from day one.
What you get hands-off
After delivery: source repository on GitHub (private), commented code, a 5-min Loom walkthrough explaining the scene logic, and the asset pipeline documented. First year of hosting and minor revisions is included. After that we agree on a maintenance plan if needed.
What this delivers
Concrete output: a working webgl developer integration on a real production site, not a demo. The integration includes device-tier detection so weak phones get a lighter version automatically. Source files are handed over in their original formats — Blender, GLSL, glTF — so any future developer can continue where I stopped.
How I work with it
On a typical project, webgl developer ships as a self-contained module: one entry-point JS file, one CSS file, asset bundle below 1.5MB total. I keep the integration sandboxed so the rest of the site stays SEO-friendly classical HTML. Frame budget targets 60 FPS on a mid-range Android, with a measurable fallback below.
Performance budget
Lighthouse mobile target: 85+ across all categories. I measure on real devices, not just emulator. Asset compression: glTF + Draco for meshes, KTX2 for textures, Brotli for shaders. Lazy-load any webgl developer scene that isn't above the fold so the first paint stays under 1.5s.
Frequently asked questions
Why pick this technology over alternatives?
What if a newer tool comes out next year?
How long does this take?
What does it cost?
What if my visitors are on weak phones?
Ready to ship a 3D experience?
Tell me what you need — fixed price, fixed deadline, no surprises.