Walk forward into the atrium. Approach a piece to inspect it.
Controls Click the scene to capture the mouse. Use W A S D to move, move the mouse to look, Shift to walk faster, E to study a work, F to save it, and Esc to release the cursor.

Full project scan

The scan found structural problems, not just styling problems.

Open the detailed report

Packaging bug fixed

V2 linked to runtime files that were missing from the exported folder. V3 ships as a complete deployable package.

Renderer replaced

The old scene was a 2D canvas raycaster. V3 is a real 3D WebGL scene with physically based materials and shadows.

Code modularized

Data, texture generation, and runtime logic are separated so the project can grow without becoming harder to maintain.

Asset pipeline ready

V3 is organized to accept real artwork images, glTF models, and production material maps when you want the final realism pass.

Engine stack

The browser build now uses the right rendering layer for a game-like experience.

This version uses a real scene graph, a camera controller, lighting, shadow maps, a post-processing pass chain, collision-aware movement, and UI that reacts to the world state instead of faking a game aesthetic on top of a flat page.

Rendering

WebGL scene, tone mapping, environment lighting, bloom, depth, and shadowed spotlights over each wall piece.

Materials

Procedural plaster, stone, walnut, glass, metal, and linen-like surfaces built to behave like PBR materials.

Gameplay systems

First-person movement, collision, room detection, focus detection, shortlist saving, and study-card interactions.

Production path

Swap in real photographs, PBR texture maps, and glTF models to close the final gap between this browser build and true photorealism.

Room plan

The floor plan keeps the ceremony of an art space and the clarity of a level layout.

See visual tactics
01

North Light Gallery

Clean light, the quietest work, and the most trust-building surfaces.

02

Grand Atrium

The highest ceiling, strongest focal wall, and the clearest hero moment.

03

East Wing

Sharper contrast, darker city work, and a more metropolitan mood.

04

West Salon

Intimate scale, portraits, and more emotional work.

05

South Passage

The transition zone from admiration to shortlist behavior and intent.

06

Collector & Private Rooms

Darker finishes, more separation between works, and the strongest premium signal.

Shortlist system

Turn exploration into a handoff, not just a view count.

Saved works appear here as the visitor walks. This gives the commission form context and turns browsing into a higher-quality conversation.

No pieces saved yet

Look at a piece and press F, or use the save button in the focus panel.

Commission / inquiry flow

Make the gallery itself the proof that you can build premium interactive experiences.

V3 makes the walkthrough do the emotional work first. The page below the viewport then translates that attention into collector inquiries, premium portfolio presentations, immersive case studies, and commissioned builds.

Collectors

Private viewings, saved-work follow-ups, edition requests.

Brands

Interactive launches, premium portfolios, immersive case-study sites.

Studios

Pitchable experiences that feel closer to a real-time engine than a standard landing page.

Prototype only: wire this form to your email, CRM, or booking stack.

Crafted by ThatDeveloperGuy.com