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02Project

Synfield

An immersive web experience where movement becomes light, matter and sound. Interactive worlds shaped by touch, movement and natural hand gestures.

Liquid Light, a world of Synfield: a ring of light on a dark, rippling surface (real capture).
Helix, a world of Synfield: a ribbon of light curling into a spiral (real capture).
Orbits, a world of Synfield: three points of light held in orbit (real capture).
Liquid Light, Helix and Orbits — three of the twenty worlds, real captures.

The idea

What if nothing had to be useful?

Most digital experiences ask something of us. A task to complete. A problem to solve. A result to produce.

I spend much of my time making things useful. With Synfield, I wanted to explore the opposite: creating something simply because I was curious about what it could become.

Here, movement becomes light, matter and sound. There are no scores or destinations. Through touch, the mouse or natural hand gestures, you can transform what you see, or simply watch it unfold — and the same world becomes a different experience with every interaction.

Nothing to achieve. Something to experience.

At a glance

Interactive worlds, free in the browser
20
Ways to interact: mouse & keyboard, touch, hands
3
Languages
7

Figures as of November 2026.

Nebula

From observing to interacting.

Nebula, the first world of Synfield, is running in this page with its own engine. It is already moving. When it fills the screen, it answers your hand: move through it, hold to gather light, let go.

Nebula, Synfield's inaugural world: a cloud of violet and white light on deep blue.

Nebula — live, running on Synfield’s own engine.

Transform · connect

Two ways for movement to meet a world.

Matter, a world of Synfield: a stream of luminous particles (real capture).
Matter — real capture.

Matter

Some worlds behave like a substance. In Matter a gesture doesn’t select or press anything: it moves through a mass of luminous particles, which gather, stretch and scatter in answer to it.

Constellation

Relations

Here the world is made of relations rather than mass: points of light joined into figures, a map that keeps being redrawn as you move through it.

01 / 01

Constellation, a world of Synfield: points of light joined into figures (real capture).

Constellation — real capture.

Constellation — real capture.

Sound

Sound in Synfield is not a soundtrack. It is generated live with the Web Audio API and responds to movement and to the behaviour of each world; its volume is the visitor’s to set.

Abyss

After movement and connection, a slower world. Light drifts through deep water; nothing asks to be done.

A 33-second recording of the world, muted, on loop.

Abyss, a world of Synfield: translucent forms drifting through dark water (real capture).

This film plays from Vimeo. Loading it connects to Vimeo, which may set its own cookies.

01 / 01

Eclipse, a world of Synfield: a dark disc rimmed by light (real capture).

Eclipse — real capture.

Eclipse

Light only exists against the dark.

Across the twenty worlds, scale, contrast and perception carry as much as any effect.

Eclipse — real capture.

Recognition & press

Beyond the screen.

Since its launch in October 2026, Synfield has been awarded, nominated and written about.

Behind the invisible

It starts with a feeling, not a feature.

A world usually begins with an image, a sensation or a particular gesture: something soft, metallic, organic, resistant or fluid. Prototypes that look beautiful are dropped if they don’t carry that quality. Most of the work is tuning behaviour, reaction time and texture until the world feels the way it was imagined.

One of the most interesting lessons has been that immersion depends on much more than graphics. The timing of a gesture, the way a visual reaction fades, how the interface disappears when it is no longer needed, or how an environment responds to a slower movement can change the experience as much as the rendering technique underneath.

How a world responds

Every world shares the same interaction language, and answers it in its own way.

  1. 01Input

    Mouse and keyboard, touch, or your hands

    Hand tracking is optional: MediaPipe reads the camera locally, in the browser.

  2. 02Gesture

    Read as movement

    Hand position, palm openness and pinches become inputs; pointer and touch follow the same interaction language.

  3. 03World

    Each world answers in its own way

    Its own rendering logic and behaviour: particle systems, fluid simulations, connected constellations, responsive geometric forms.

  4. 04Response

    Light and sound

    Real-time graphics with Three.js and WebGL2; sound generated with the Web Audio API, tied to the interaction rather than a fixed soundtrack.

Invisible decisions

Invisible decisions

Interaction

Several ways in — mouse, keyboard, touch or optional hand tracking — and one coherent language across the worlds, adapted to each device. Adaptive controls and a navigation system that steps aside when it isn’t needed.

Performance

Worlds load on demand, graphics quality adapts to the device, and a Canvas 2D fallback takes over when WebGL2 is unavailable. There is no application backend.

Sensory comfort

Visual intensity, motion, glow and volume can be adjusted. Sound and camera are optional, exploration is self-paced, and hand tracking is processed locally in the browser.

Tools & Stack

Everything runs in the browser, without an application backend.

Interface
React · TypeScript · Vite
Graphics
Three.js · WebGL2 · Canvas 2D
Canvas 2D as the fallback renderer.
Input
MediaPipe
Hand tracking, processed locally.
Sound
Web Audio API

Evolution

Still taking shape.

  1. Oct 2026

    First experiments

    MediaPipe, particles, movement and the first interactions with real-time graphics.

  2. Oct 2026

    Public launch

    Synfield opens at synfield.space as a free browser experience, with 16 worlds.

  3. Oct–Nov 2026

    An evolving collection

    Twenty worlds; refinements to accessibility, interaction and performance; Postcards to capture and share compositions.

Shape the invisible.

Synfield is meant to remain an evolving creative space rather than a finished collection: refining the worlds, exploring richer interactions and new ways of connecting light, movement and sound.