Immersive frontend
WebGL, shader work, and motion design that earns its place.
- Three.js & raw WebGL
- GSAP & scroll systems
- Progressive enhancement
Creative web engineer
Web wonders from the digital depths
I craft immersive, performant web experiences — blending engineering precision with atmospheric art direction for brands that want to feel alive.
Selected work
A curated set of builds where interaction, performance, and visual identity mattered equally.

Lead architect
Architected a CMS-driven learning platform for international sporting organisations — courses, assessments, certifications, and qualifications, with analytics, social learning, gamification, and companion offline access. Designed the AWS infrastructure and database structure to support structured content, reporting, and long-term platform scale.
Serious platform engineering, not a brochure site

Senior developer
Implemented the headless CMS and API layer for Turn 10 and Playground Games' combined Motorsport and Horizon hub — flexible content models, permission tiers, and integrations with player and community data across a large, multi-audience site. Accessibility and content structure were treated as core constraints, not late-stage fixes.
Content architecture that had to work for everyone

Creative developer
Built a customisable, CMS-driven brand site for the Montreal AAA studio — expressive frontend work supporting studio identity, recruitment, and editorial content without locking the team into rigid templates. The implementation prioritised craft and flexibility so marketing could evolve the site with confidence.
High-end frontend with editorial freedom underneath
About
I'm Gwyn — a creative web engineer with lead experience, usually helping small teams grow without turning everything into process theatre. I started in creative frontend work and still love a well-built interface; lately I'm as likely to be shaping infrastructure, APIs, and content systems as I am refining motion and typography.
That shift wasn't a rejection of the frontend — more a dive deeper. Platforms need architecture that holds up, frontends need room to breathe, and teams need someone who can move between both without losing the thread.
I tend to work below the surface — the infrastructure, the data models, the unglamorous parts that decide whether something still works six months after launch. The squid thing is only half a joke. Give me a good team and a hard problem, and I'm happy to stay down there.
Play pond
A little pocket of depth to explore. Click the pond, use A/D to spin, move your mouse to aim, and press Shift to thrust.
Capabilities
Not a badge wall — a set of disciplines I apply with intent on every project.
WebGL, shader work, and motion design that earns its place.
Frameworks and architecture built for teams, not demos.
Fast by default, measurable in production.
Contact
Have a project that needs atmosphere and engineering in equal measure? I'd love to hear about it — collaborations, contracts, or a simple hello.