Role
Creative direction, interaction design, front-end prototyping and real-time 3D choreography across desktop, tablet and mobile.
Spatial wireless headphones
Immersive listening, adaptive quiet and effortless movement in one sculpted form.
Sculpted comfort
Soft-touch contact surfaces and articulated geometry are shaped to feel considered from every angle—quietly present when you wear them, unmistakable when you look closer.
Select a point on the product to inspect the detail.
Immersive audio
Choose the character of the experience. Each mode reshapes the visual field around NOVA while the product remains at the center.
Adaptive listening
Move between focused isolation and a more open connection to the space around you.
Articulated form
NOVA's folding geometry becomes part of the experience. Open it into its listening form or fold it down and continue the journey from there.
Direct inspection
Drag to move through a curated view of the product. NOVA stays art-directed while the camera responds to you.
NOVA / Spatial wireless headphones
Designed for immersive listening, adaptive awareness and a form that moves with you.
Portfolio case study / 01
The cinematic product journey ends here. The build story continues below as a conventional case study, with the product stepping out of the way.
View the build ↘NOVA / Interactive product experience
A fictional premium headphone campaign built around a live animated 3D asset—not a pre-rendered product video. The interface, camera, product motion and responsive behavior are all authored as one system.
Creative direction, interaction design, front-end prototyping and real-time 3D choreography across desktop, tablet and mobile.
Make one GLTF feel like a premium product campaign without hiding behind pre-rendered video, while keeping direct interactions legible and responsive.
A scroll-driven Three.js experience with authored camera choreography, state-based lighting, skinned-surface hotspots, bounded inspection and responsive composition rules.
A portfolio piece that behaves like a launch experience first, then reveals the implementation decisions and technical constraints behind the presentation.
Runtime anatomy
The same headphone explored above runs from the live skinned GLTF and its authored source animation. Product framing, lighting and interaction state are composed at runtime.