Masterwork VTT
A browser based 3D virtual tabletop. Real-time scene rendering, networked multi user state, dynamic lighting and line of sight, physics driven interaction. Among the more complex things you can build in a browser.
Structural data, telemetry and live audio, rendered in the browser at full fidelity. Most WebGL work is split between someone who can code it and someone who can make it look like something. Both halves live here, which removes the handoff that eats the budget.
One pipeline, four markets. Pick the one that matches what you are building.
Marketplace viewers, generative art delivery, protocol front ends, 3D asset systems with trait logic and live contract state.
Selected work → 02 / PicturePlayback, FUI, and in scene displays for feature and episodic. Vehicle HUDs through to phone inserts, delivered to schedule.
In development → 03 / ClinicalProcedural and device animation for patient education and training. Accuracy reviewed, built for regulated review cycles.
See the work → 04 / Public sectorTraining, simulation, and visualisation. Registered in SAM.gov, CAGE 20CL8, UEI XMU9WHYAGRZ5.
See the work →Cell biology, device mechanisms, and procedural sequences. Accurate enough to survive clinical review, clear enough for a patient to follow without a glossary.
Real structural data, not an artist's impression. This is PDB entry 1BNA, the Drew-Dickerson dodecamer, rendered live in your browser at 179,000 triangles.
Seventy-six addressable subsystems on a single vehicle. Training and simulation work lives or dies on whether the viewer can tell what they are looking at.
The rings are the waveform. Amplitude is sampled live from the synthesised audio and propagates outward, so what you see is the sound delayed by radius.
Shipped and running, not concept pieces.
A browser based 3D virtual tabletop. Real-time scene rendering, networked multi user state, dynamic lighting and line of sight, physics driven interaction. Among the more complex things you can build in a browser.
Photoreal character running live in the browser with speech driven lip sync and gaze. Compressed from source to web budget without losing morph targets.
Geometry Nodes systems for procedural terrain, scatter, and trait driven asset variation. The same machinery that produces generative collections at volume.
Most WebGL work is split between people who can code it and people who can make it look like something. Both halves live here, which removes the handoff that usually eats the budget.
Send what you are building and roughly when it needs to exist. You get a straight answer on fit, timeline, and a project price. No hourly billing.
mitchell@masterworkstudio.com