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Interactive Valley
 

The Challenge

Interactive Valley is a creative agency that lives up to its name. They wanted a website that would be truly interactive and memorable. Not a portfolio that shows their work, but an experience that demonstrates their capabilities.

The problem: ambitious visuals often mean poor performance. How do you create an immersive 3D experience that still works on mid-range devices?

Key Decisions

Decision 1: Three.js Over WebGL Libraries

The situation: We needed a 3D hero section. Raw WebGL was too low-level. Unity was overkill.

Options considered:

  • Babylon.js (powerful but larger bundle)
  • Raw WebGL (full control but slow development)
  • Three.js (good balance of power and simplicity)

What I chose: Three.js. The ecosystem, documentation, and community made development faster.

Tradeoff accepted: Slightly larger bundle than raw WebGL. But development time was cut significantly.

Decision 2: Procedural Terrain Over Pre-Made Assets

The situation: A static 3D scene would feel lifeless. Pre-made assets would limit flexibility.

What I chose: Procedurally generated terrain. The valley is created algorithmically, meaning it can adapt to different viewport sizes and animation states.

Tradeoff accepted: More complex code. But the dynamic feel was worth the complexity.

Decision 3: Progressive Enhancement for Performance

The situation: High-end Macs would run the full 3D experience beautifully. Budget Android phones would catch fire.

What I chose: Detect device capability and serve different experiences. High-end devices get the full 3D scene. Low-end devices get a simplified version with reduced polygons and simpler shaders.

Tradeoff accepted: More development time for multiple versions. But the site is usable for everyone, not just people with expensive hardware.

Decision 4: GSAP for Scroll-Based Animation

The situation: Scroll-based storytelling was central to the design. CSS scroll-snap felt too rigid.

What I chose: GSAP with ScrollTrigger. Fine-grained control over animation timing, scrubbing, and triggers.

Tradeoff accepted: Added a library dependency. But the level of control justified the weight.

Technical Implementation

  • Lazy loading for Three.js scenes
  • Frame rate monitoring with automatic quality reduction
  • CSS containment for paint performance
  • Mobile-specific animation adaptations

What This Proves

  1. Performance is a feature: The best animation is useless if it crashes the browser.
  2. Progressive enhancement scales: Building for the lowest common denominator, then enhancing, keeps everyone included.
  3. Tools should match the problem: Three.js was the right choice because the team could iterate quickly. Raw WebGL would have been impressive but impractical.
  4. Creative and technical are not opposites: The most impressive visuals came from tight technical constraints.

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