[Freelance] React Three Fiber Developer for Voice-Agent Widget

Hey everyone,

I’m building an interactive voice agent for a SaaS platform and I need a talented developer to help me polish a specific 3D React component.

The Task: I have the boilerplate ready (React Three Fiber). I need a developer to focus on the Material Shader and Audio-reactivity for a central “Obsidian Orb” component.

Requirements:

  • Expertise in React Three Fiber (R3F) and WebGL.

  • Ability to create a clean, premium “Glassmorphism” effect (using MeshTransmissionMaterial or custom shaders).

  • Experience with Audio-reactive animations (mapping frequency data to object scaling/emissive properties).

  • Performance-first: This needs to run at 60fps on mobile.

Why this is a quick win:

  • The architecture/boilerplate is already written.

  • This is a single-component task (no full-site build).

  • I have a clear visual target and existing code base to iterate on.

If you are a Creative Dev who loves working with shaders and wants to pick up a quick freelance task, please DM me with a link to your portfolio/showcase.

Thanks!

2 Likes

Hi David, this is squarely in our lane. The hero on unilostudio.com is our own custom Three.js scene: wireframe icosahedron with custom edge materials, a particle field and mouse parallax, tuned to run at 60fps on mobile with capped pixelRatio. Glassmorphism with MeshTransmissionMaterial and audio reactive emissive and scale mapping are both things we ship in production. Senior dev, fixed price for the single component, fast turnaround. I tried to DM but your profile is set to private, so leaving this here. Happy to scope it in a quick chat whenever suits you.

Hi David,

This is Franky Hung and I’m very interested in your project. I’ve been a creative developer specializing in R3F, WebGL, Three.js for several years. I’ve been playing with a sphere demo that I think fits your aesthetic requirements, and it’s very performant because MeshTransmissionMaterial isn’t even needed.

  • This sphere is built with custom shader materials
  • together with the particles and aurora effects, the scene is rendered in 3 pass: prepass for inner-orb contents, midpass for depth blur, finalpass for refraction + chromatic aberration rendering with the orb
  • If you like this design, we could discuss further and I’ll help you brainstorm ways to integrate with the audio frequency data or your existing orb design

Check out my recent projects at https://arkon.digital/, looking forward to collaborate with you, Cheers!