Making a pinned topic with available contractors?

I always found it weird that people post publicly on every job post here. Writing PMs or responding to emails made more sense to me, but it is what it is.

Since its always the same people responding to every job post, i was wondering if it would make sense to make a single thread called something like “People available for hire” and then everyone could post their portfolio, pitch etc.

Thoughts?

The thread***


Three.js / WebGL Developer Available for Hire

I’m a specialist in high-performance 3D web applications using Three.js and modern WebGPU/WebGL pipelines, focusing on immersive experiences, configurators, simulations, and real-time visualization.

I work with startups, agencies, and product teams building production-grade 3D experiences for the web.


Core Three.js Expertise

  • Advanced scene architecture and performance optimization

  • Custom shader development (GLSL)

  • GPU-driven animation systems

  • Procedural geometry generation

  • Real-time lighting pipelines

  • PBR material systems and environment lighting

  • High-performance asset pipelines for complex scenes

  • WebXR immersive experiences (AR / VR)

  • Physics integration (Ammo.js, Rapier, Cannon-ES)

  • Advanced camera systems and interaction frameworks

  • Real-time data visualization in 3D


Modern 3D Web Technology Stack

I work with the latest ecosystem around Three.js including:

Rendering & Graphics

  • Three.js (latest r1xx releases)

  • WebGL2 advanced rendering techniques

  • WebGPU experimentation and hybrid pipelines

  • Custom GLSL shaders

  • Node-based material systems

  • Deferred and forward+ rendering techniques

  • HDR environment lighting pipelines

  • GPU instancing for massive scenes


Modern Framework Integration

  • React Three Fiber (R3F) architecture

  • Next.js 14+ integration (SSR / App Router)

  • Vite high-performance bundling

  • Zustand / Jotai state management for 3D apps

  • TypeScript-first architecture

  • Component-driven 3D UI systems


Advanced Visual Techniques

  • Screen-space reflections (SSR)

  • Screen-space ambient occlusion (SSAO / GTAO)

  • Volumetric lighting and fog

  • Real-time global illumination approximations

  • GPU particle systems

  • Fluid and cloth simulations

  • Post-processing pipelines with EffectComposer

  • Procedural terrain and noise generation


Asset & Pipeline Optimization

  • glTF / GLB production pipelines

  • Draco / Meshopt compression

  • KTX2 / Basis GPU texture compression

  • LOD systems and adaptive scene streaming

  • Texture atlasing strategies

  • Instanced rendering for large environments

  • GPU memory management strategies


Interaction & UI Systems

  • Complex raycasting interaction systems

  • Gesture-driven controls

  • Custom camera navigation systems

  • Drag / physics interactions

  • 3D UI overlays and hybrid DOM/Canvas interfaces

  • Spatial UI design for immersive environments


WebXR / Immersive Experiences

  • VR experiences in browser

  • AR product visualization

  • Spatial interaction systems

  • Controller input handling

  • Performance optimization for XR devices


Data Visualization & Real-Time Systems

  • 3D dashboards and analytical visualizations

  • Real-time streaming data integration

  • WebSocket / WebRTC data pipelines

  • Scientific and engineering visualization


Performance Engineering

Performance is usually the biggest challenge in real-time web graphics, so I focus heavily on:

  • GPU profiling and frame budgeting

  • Draw-call reduction strategies

  • Instancing and batching systems

  • Texture memory optimization

  • CPU/GPU workload balancing

  • Lazy loading and scene streaming

  • Adaptive rendering techniques


Typical Projects I Build

  • Interactive 3D product configurators

  • Architectural visualization platforms

  • 3D SaaS dashboards

  • Digital twins and simulation tools

  • Immersive brand experiences

  • Interactive storytelling websites

  • Multiplayer 3D web environments


Tools & Workflow

  • Three.js

  • React Three Fiber

  • GLSL shader pipelines

  • Blender for asset preparation

  • Houdini procedural workflows

  • Node.js / TypeScript toolchains

  • Git-based collaborative workflows


Availability

Available for:

  • Contract work

  • Long-term collaboration

  • Technical consulting

  • Performance optimization of existing Three.js projects

  • Building large-scale interactive 3D web platforms

Happy to connect with anyone building ambitious 3D experiences on the web.

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That would actually make sense. A single “people available for hire” thread could keep things cleaner and make it easier for companies to browse portfolios in one place instead of going through every job post.

For context, I work mostly on real time 3D platforms and interactive systems using Three.js.

Portfolio
https://theneoverse.web.app

Example scene
https://theneoverse.web.app#threeviewer&&redrock-ridge

Services and technical areas
https://theneoverse.web.app#services

I also work on systems outside visualization. One of my long term projects is an electronic cash architecture designed for offline transactions where connectivity cannot be assumed, useful for isolated environments like remote regions, disaster scenarios, or even extreme environments such as space mining operations.

Electronic cash project
https://github.com/VeinSyct/Electronic-Cash

Sample platform
https://digidocash.web.app

Open source:
https://github.com/VeinSyct/DigidoCash

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