Immersive digital experiences, built with clarity and motion.
I design and build interactive websites, WebGL experiences, and digital spaces that feel precise, responsive, and considered.
Alex Dubranov (also known as Aleksandr Dubranov and Alexander Dubranov) is a creative developer and immersive experience specialist working with WebGL, Three.js, and motion-led interfaces.
Selected work
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Bizsan 3D Room Planner
WebGL Planner - A browser-based room planning tool for arranging furniture and previewing rugs in spatial context.
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HZANA
Immersive Website - A frequency-inspired web world built with particles, product scenes, ribbons, and sound-reactive atmosphere.
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Laylo Lounger Configurator
Product Configurator - A WebGPU configurator for the Tenjam Laylo in-pool lounger, with riser comparison, finish options, and pool-depth feedback. The first of three projects for Tenjam.
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Shayz Configurator
Product Configurator - The second Tenjam configurator: riser heights, finishes, and pool-depth fit for the Shayz lounger, delivered within a week.
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Tenjam Product Configurator
3D Configurator - The third and largest Tenjam project: one configurator for 18 pool furniture products, with finishes, risers, and water-depth scenarios. Currently in progress.
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Stone Scene
Prototype System - A focused HZANA stone-scene prototype for crystal looks, frequency states, floor particles, and product-preview motion.
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Bizsan Website
Ecommerce Platform - A Next.js marketing and ecommerce platform connected to WordPress and WooCommerce data.
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Bizsan Mobile App
Mobile Commerce - A React Native mobile app that adapts Bizsan catalog, product, fitting, basket, and checkout flows for iOS and Android.
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Void Atlas
3D Storytelling - A cinematic deep-space interface using orbital camera motion, scale references, and layered story text.
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Subsea Field Explorer
Real-Time Explorer - An underwater Three.js explorer with terrain layers, hotspots, navigation controls, and depth atmosphere.
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Bahai 3D
3D Narrative - A 3D storytelling piece using light, scale, and motion to communicate calm architectural presence.
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AI Orb
Voice Interface - A voice-reactive orb runtime with a stripped listening view and dedicated controls for tuning particle behavior.
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Otherworldly Loader
Loader System - A modern WebGL/WebGPU loader prototype with wobble and water overlay materials around a torus source visual.
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Sound Wobble
Material Study - A silver-sphere shader study using simplex-noise displacement, custom materials, and tuned wobble parameters.
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X&R Legacy
Interface Archive - The earlier X&R website and project archive, built around dark interactive pages, fluid cursors, project stories, and motion-heavy case studies.
Before the work becomes a case study, it starts as movement, rhythm, and atmosphere.
Here's a short glimpse of the ideas, details, and interactions behind the projects.
I care about digital work that has a reason to move.
My work sits between design, motion, code, and atmosphere. I'm interested in experiences that feel intentional from the first frame to the final interaction - not decoration for the sake of effect, but details that support the message, the rhythm, and the way people move through a page.
Every project starts with a simple question: what should this experience make people notice?
From there, I shape the visual direction, interaction language, 3D elements, transitions, and front-end execution into one coherent system. The goal is to create work that feels light on the surface, but carefully built underneath.
Whether it's a portfolio, brand launch, product story, or immersive web experience, I focus on clarity first. Then motion, depth, and detail are added only where they make the experience stronger.
I'm Alex, an immersive experience specialist working across design, WebGL, and interactive development.
I create digital experiences for brands, studios, and teams that want their work to feel more spatial, responsive, and memorable. My background combines creative direction, front-end development, motion, 3D, and real-time web technologies.
I like clean systems, strong details, and experiences that feel calm, intentional, and well made.
Have a project in mind?
I'm open to selected projects, collaborations, and creative partnerships. If you're building something that needs strong visual direction, interaction, or immersive web execution, I'd be happy to hear about it.
From the blog
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Making a Three.js Portfolio Indexable: SEO for WebGL Sites
Canvas-first sites are invisible to most crawlers. A practical walkthrough of the build-time prerendering setup that makes a fully WebGL portfolio readable to Google, Bing, and AI crawlers, without giving up any of the creative side.
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How to Build a 3D Product Configurator People Actually Use
Lessons from building three product configurators for a pool furniture brand: scoping the flashy demo, structuring product data, dealing with manufacturing files, and shipping WebGPU with a WebGL fallback.
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From STL to glTF: Preparing CAD Models for the Web
Manufacturing files make terrible web assets. A practical pipeline for turning STL exports into lightweight glTF models: cleanup, UVs, Draco and meshopt compression, and textures that will not melt phones.
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Bahai 3D: Modeling a Temple from Architectural Sketches
A 3D modeling collaboration for a temple design competition. Translating hand-drawn architectural sketches into a digital model, iteration by iteration.
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The Semiotics of Digital Space: How Light, Depth, and Motion Communicate Brand Emotion
Design is never just aesthetic, it is communication. On how lighting, spatial depth, and motion timing work as a language that shapes what a brand means before a single word is read.
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The Economic Value of Immersive Web Experiences
Does immersion actually pay? What research across tourism, fashion, and retail says about 3D and interactive web experiences, engagement, conversion, and brand memory.
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How Much Does a 3D Website Actually Cost?
Real numbers for 3D and WebGL web projects: what a 3D hero section, a product configurator, and a full immersive site cost, what moves the price, and where budgets quietly die.
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WebGPU vs WebGL in 2026: What I Ship and Why
WebGPU is finally in every major browser, and WebGL refuses to die. What the new API actually changes, what it does not, and the fallback pattern I use in production client work.
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Why Your Three.js Site Is Slow on Phones (and the Five Fixes That Matter)
It is almost never the framework. The five real reasons WebGL sites struggle on mobile, how to diagnose each one, and the free tools that fix them: glTF Report, gltf-transform, Squoosh, KTX2, and a phone from a drawer.
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Scroll-Driven 3D: Directing a Camera the Visitor Holds
Scroll is the only rich interaction every visitor already knows. How scroll-driven 3D storytelling works, the GSAP, Lenis, and Theatre.js toolkit behind it, and the craft rules that separate cinematic from carsick.
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3D Room Planners for Furniture Stores: What They Do and Why They Sell
What a 3D room planner actually is, how one connects to a live product catalog, and what it changes for a furniture or rug business. Built from a real project: a browser-based planner wired directly into a rug retailer's shop.
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How to Add 3D Product Views to an Existing Website, Without Rebuilding It
You do not need a new site to show products in 3D. The three levels of adding 3D to an existing store, from a single HTML tag with built-in AR to a custom viewer, and how to pick the right one.
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Lighting 3D Products on the Web: Why Your Model Looks Cheap and How to Fix It
The same glb file can look like a phone screenshot or a studio photograph, and the difference is lighting. Environment maps, tone mapping, shadows, and a copy-paste starting recipe for three.js product scenes.
Read all articles on WebGL, Three.js, and creative development