Koca Ventures Ltd
71-75 Shelton Street
Covent Garden, London
WC2H 9JQ, United Kingdom
Registered in England & Wales — 16231043
Cinematic web,engineered.
We're software engineers who also do award-tier motion. We hand-build the heavy 3D and scroll-scrub layer of your website and hold it to a Core Web Vitals budget — cinematic and fast, by engineering, not by luck.
The cinematic layer, hand-built
Scroll-driven storytelling
Cinematic scroll narratives with GSAP, ScrollTrigger, and Lenis. We treat scroll like an editor treats a timeline — a few well-tuned scenes, not fifteen — so the story reads as craft, not clutter.
Real-time 3D (Three.js / R3F)
Hand-built WebGL scenes with Three.js, or React-Three-Fiber when the scene benefits from component composition. WebGPU when the workload justifies it — always with an automatic WebGL2 fallback so nobody gets a blank canvas.
Frame-sequence scroll-scrub (Apple-style)
The Apple-style entrance — a film decoded to frames and drawn onto a canvas as you scroll — is a technique we engineer, not a library we drop in. We're currently building one for a luxury eyewear brand.
Shader & material work
Custom shaders and materials, including node-based TSL on the WebGPU path, used with restraint. Advanced effects are tempered by optimization and fallbacks so the spectacle never costs you the performance budget.
Vector motion (Lottie / Rive)
Designer-made vector motion via Lottie for icons and illustrations, and Rive when an animation needs to be stateful and data-driven. Small, sharp, resolution-independent — the right tool for light motion.
Built on Next.js
The cinematic layer lives in isolated, client-only islands on Next.js; the rest of the site stays static. Hydration cost is the main performance lever on a 3D site, and we budget it deliberately.
A Core Web Vitals budget we set before the first shader
Largest Contentful Paint
A fast poster / first frame paints early — a heavy canvas hero never blocks the largest paint.
Interaction to Next Paint
The hardest one to pass. We break up long main-thread tasks so the page stays responsive while it moves.
Cumulative Layout Shift
Space is reserved for every canvas and media element up front, so late-loading 3D never shifts the layout.
All three are measured at the 75th percentile of real users — the targets must hold in the field, not just in a lab run. Reduced-motion users get a clean, fast static experience by default.
From storyboard to a budget we hold
Discover & storyboard
We map the story before the build — which few scenes carry the brand, where the scroll beats land, and what the site has to do beyond looking good.
Set the CWV + a11y budget
We agree the Core Web Vitals targets and accessibility rules — reduced-motion, keyboard, pause controls — up front, so the cinematic layer is held to them.
Prototype the hero scene
We build the hardest scene first — the scroll-scrub or 3D centrepiece — and prove it hits the budget on a real mid-range phone.
Build as isolated islands
The heavy layer is engineered as client-only islands that lazy-mount near the viewport; the rest of the page stays static and server-rendered.
Optimize the asset pipeline
GLTF with Draco / Meshopt compression, KTX2 textures, capped poly budgets per device, and a streamlined mobile scene where it earns its place.
Ship & measure
We launch and watch real-user metrics, not just a lab Lighthouse score. The budget is something we hold after launch, not a number we quote once.
Award-tier motion is a craft we engineer, not a plugin we install — the stack is added per project and built to the budget, not shipped as a black box you have to trust. We promise craft and performance we hold ourselves to, not an award we haven't won.
Already shipping animated sites: this is the premium 3D tier above our animated-websites work. Same engineering bar, a higher ceiling on the cinematic and real-time 3D layer.
Straight answers
What about mobile and accessibility?
Both are designed in, not patched on. Reduced-motion users get a calm, fully readable site by default, with essential motion replaced rather than removed. Mobile runs a streamlined scene or a static poster, with an automatic WebGL2 fallback — and autoplay always gets a pause control.
Why not just use Webflow or Framer?
For decorative 3D — a spinning globe, light parallax — builders are fine, and we'll say so. The moment you need WebGL shaders, physics, optimized GLTF, or interactive Three.js scenes, a builder hits its ceiling; that layer has to be hand-coded, and we engineer it to the budget.
How are you different from a design studio?
Many studios nail the motion but ship it janky — failing INP or CLS, breaking on mobile, ignoring reduced-motion. We bring the same visual ceiling plus the engineering: Core Web Vitals budgets, accessibility, asset pipelines, and fallback handling. We're often the partner a design studio subcontracts the performant build to.
How is it priced?
Per engagement — there's no list price. The typical shape: a short paid scoping, a fixed-scope build, then an optional retainer. Tell us the problem and we'll scope it honestly.
Do we own the code, or are we locked into you?
You own it. We hand-build on open, standard tools — GSAP, Lenis, Three.js, React-Three-Fiber — in your own repository, with no proprietary builder runtime in between. No per-seat tax, no platform you can't leave; your own engineers can extend it.
Does a 3D website hurt SEO?
Not if it's engineered to a Core Web Vitals budget — that's the whole point of how we build. Content stays server-rendered and crawlable, the 3D layer lazy-mounts on the client, and the LCP, INP, and CLS targets are set before the first shader.
How long does a 3D website take to build?
A focused hero-visual build is typically a few weeks; an advanced multi-scene or interactive launch runs a few months. We recommend phased delivery — ship a fast cinematic hero first, then grow into multi-scene work without a rebuild. We quote a timeline after a scoping call.
Last reviewed:
Tell us what the site has to do
Share the brand moment, the launch, or the configurator you have in mind, and we'll scope a cinematic build with a Core Web Vitals budget written in from the start.
