Sahib BharajNairobi, Kenya

LOADING REAL-TIME SCENE_

000

REAL-TIMEWORLDS

FOR THE BROWSER · THREE.JS · WEBGL · UNITY

I build immersive, real-time experiences for the browser — WebGL scenes, shader systems and multiplayer game mechanics that hold 60fps on a phone.

250+
Projects shipped
90+
Clients worldwide
22+
Live 3D experiences
5+
Years in real-time graphics
SCROLL
01Profile

Adeveloperwhothinksinframes.

Fiveyearsofshippingbrowser-native3Dendlessrunners,networkedshooters,productconfiguratorsanddataworlds.Theinterestingpartwasneverthegeometry.Itwasmakingsomethingthisheavyfeeleffortlessonamid-rangeAndroid.

HOW I WORK

Every scene starts with a frame budget. Geometry, draw calls and texture memory get decided before a single line of shader code, because performance is a design constraint, not a cleanup task.

WHAT I DELIVER

Typed, documented codebases with a component system your team can extend — plus reduced-motion and low-power fallbacks so the experience degrades gracefully instead of breaking.

0+
Projects shipped
0+
Clients worldwide
0+
Live 3D experiences
0+
Years in real-time graphics
Sahib Bharaj, 3D Web Developer & Creative Technologist
Sahib Bharaj
NAIROBI, KENYA
SUBJ_01
VitalsONLINE
Based in
Nairobi, Kenya
Working since
2020
Focus
Real-time 3D on the web
Engines
Three.js · R3F · Unity
Availability
Open for projects
0xbharaj@gmail.com
02Selected work

ThingsIbuiltandshipped.

REELUnreal Engine 5
00:00 / 00:00
MetaHuman lighting study
UNREAL ENGINE 5 · METAHUMAN · REAL-TIME
03Capabilities

Thefullstackbehindascene.

01

Real-time graphics

Custom GLSL, post-processing stacks, instancing and LOD systems. Three.js and React Three Fiber at production scale.

  • Three.js
  • React Three Fiber
  • WebGL / GLSL
  • Post-processing
  • Blender
02

Interface engineering

Typed React and Next.js front ends with motion systems that stay accessible and never drop frames.

  • Next.js
  • TypeScript
  • Motion / GSAP
  • Tailwind CSS
  • Design systems
03

Game systems

Unity and web-native gameplay: state machines, netcode, and input abstraction across gamepad, VR and depth sensors.

  • Unity
  • C#
  • Photon PUN
  • WebGL builds
  • Physics
04

Platform & AI

The services behind the scene — APIs, realtime backends, agent tooling and on-chain settlement.

  • Node.js
  • Python / FastAPI
  • MongoDB / Redis
  • MCP & LLM tooling
  • Solana
04Process

Howascenegetsmade.

PHASE 01 OF 04

Frame the experience

Before a single triangle is drawn we agree on the feeling, the frame budget and the devices that have to survive it.

  • Reference board
  • Frame budget
  • Device matrix
05Contact

Let us buildsomething fast.

Got a scene, a game or an interface that needs to feel alive? Send over the idea — I reply to everything within a day.

GitHub@sirheebPortfoliosahib.sbs