Three.js Consulting

Consulting here means advice rather than delivery. Your team writes the code; I tell you what to write, what to stop writing, and which of the three approaches on the table is the one that survives contact with a mid-range Android phone.

Most of the enquiries that turn into consulting rather than a build arrive in one of two states. Either nothing has been built yet and someone has to decide whether a 3D project is feasible at the budget and timeline already promised, or something has been built, it works on the developer's laptop, and it does not work anywhere else. Both are cheaper to fix with a few days of the right attention than with a rewrite.

Built by

Peter Csipkay

Creative frontend developer near Munich, and the person behind this site. I scope, build and ship the work myself.

[01]

When advice is the better purchase

Hire a builder when the work is clear and you need hands. Hire advice when the expensive decision has not been made yet, or when it was made wrongly and nobody has worked out which one it was.

The pattern that costs the most money is a team that is good at web development, new to real-time 3D, and three months into an approach that cannot reach the frame rate the design assumes. Nothing is obviously broken. Every individual decision looked reasonable. The cost only becomes visible when the deadline arrives and the phone build is at eleven frames per second.

That situation is diagnosable in days, not weeks, because the causes are a short list: too many draw calls, textures that were never compressed, a lighting setup that recomputes every frame, materials that force a shader recompile, or a scene graph that was designed for a file format rather than for rendering.

[02]

Architecture review, before you commit

A review before the first line of production code is the highest-leverage thing on this page. It covers the questions that are expensive to reverse:

Which renderer, given who your visitors actually are. WebGPU is genuinely better and is not available to everyone; the honest answer depends on your analytics, not on a blog post.

Whether the design in Figma is renderable at the frame rate and file size the project needs, and if not, precisely which parts have to change. This conversation is much easier before the design is signed off.

What the asset pipeline has to look like: where models come from, who prepares them, what they are allowed to weigh, and what happens when marketing sends forty new products.

How the 3D degrades. Not whether — how. Every project needs an answer for the visitor whose GPU is blocked, whose connection is slow, or who is on a device that will not run the scene at all.

You get a written document with the recommendation, the reasoning, and the trade-offs that were rejected and why. It is meant to be forwarded to the people who did not attend the call.

[03]

Performance rescue on a site that already exists

The site is live or nearly live, and it stutters. Usually the request is for someone to "optimize it", which is not a task until the actual cause is found.

The work starts with measurement on real hardware rather than a desktop with a discrete GPU: frame timing, draw call counts, texture memory, shader compile stalls, and what the main thread is doing while the user waits. That produces a ranked list of what is actually costing frames, which frequently disagrees with what the team assumed.

Then the fixes, in the order that recovers the most for the least work. Often the top item is one texture that nobody compressed, or a post-processing pass that costs more than every model in the scene combined.

What this is not: a promise that any scene can hit sixty frames per second on any device. Sometimes the honest finding is that the design has to change. You will hear that early rather than after another month of tuning.

[04]

Scoping and second opinions

A quote arrived and you cannot tell whether it is reasonable. Or you have to produce an estimate yourself and 3D is the part nobody on the team has done before.

This is a short engagement: read the brief, ask the questions the brief does not answer, and come back with what the work actually involves, where the risk sits, and which line items are underestimated. Variant counts and asset preparation are underestimated more than anything else, and they are usually the largest hidden cost.

Agencies use this before pitching, so the number they put in front of a client is one they can deliver at. That work can also run under your brand, which is what the white-label pages cover.

[05]

Working with your developers

Some engagements are ongoing rather than a single deliverable: a recurring review of pull requests that touch the 3D layer, pairing sessions when the team hits something unfamiliar, or being reachable while an internal team ships their first WebGL feature.

The goal is that you stop needing me. A team that understands why the draw call count matters does not need a consultant to tell them again next quarter.

If your team wants to learn this properly rather than by osmosis, the interactive courses cover TSL, shaders and WebGL integration with live code, and the guides are written to be read by developers who are new to 3D but not to programming.

Budget

What it costs to work with me

Consulting is quoted per engagement rather than per hour, because the useful unit is an answered question, not a booked afternoon. A review or a scoping second opinion is typically a few days; a performance rescue depends on what the measurement finds, and you get that estimate after the first day rather than before it. Tell me what state the project is in and you get a number and a start date.

Schedule

How long it takes

  1. 30 minutes, free[01]

    Call

    What you are building, who it is for, and what state it is in. If consulting is not what you need, you will be told that on this call.

  2. 1 day[02]

    Access

    Repository, staging URL, designs, analytics and the target devices. Enough to reproduce the problem rather than to speculate about it.

  3. 2 to 5 days[03]

    Diagnosis

    Measurement on real hardware, then a ranked list of causes with the cost and effort of each fix.

  4. 1 day[04]

    Handover

    A written document your team can act on without me, plus a call to walk through it. Ongoing review afterwards is optional.

Phases overlap in practice, and the ranges assume decisions arrive when they are needed. The one that slips most often is the first.

Proof

Work

Client projects I can show publicly are on the services page. Some work sits under NDA, so ask on a call and I will say what I can.

F.A.Q

Questions people ask before we start

If yours is not here, ask it on the form below and I will answer it directly.

How is this different from hiring you to build it?

Consulting produces decisions and documents; a build produces working software. If you have developers and a plan, consulting is cheaper and faster. If you need the thing made, the build pages are the right ones.

Can you review work another agency delivered?

Yes, and it is a common request. The output is a factual assessment of what is there, what it will cost to fix, and what is fine as-is. It is not an exercise in finding fault with another developer, and it is written so it can be shared with them.

Do you sign an NDA?

Yes. Most consulting work arrives under one, and white-label arrangements through agencies are covered the same way.

What do you need from us to start?

Access to the code or a staging URL, the designs, and honest analytics on what devices your visitors use. The device data matters more than anything else, because it decides which trade-offs are available.

Can you guarantee sixty frames per second?

No, and nobody honest can, because it depends on the design and on the devices you have to support. What you get is a measured answer on what the current design costs, and what would have to change to reach a given target on a named device.

Do you work with agencies rather than end clients?

Most of the time. The agency is the client, the invoice goes to the agency, and the work carries your brand rather than mine.

Next step

Tell me what state the project is in

Nothing built yet, halfway and worrying, or live and slow. Each one is a different conversation, and the first one is free.

Get In Touch

Let's talk about your project

Tell me what you're trying to build, big or small. I'll reply personally within 24 hours, usually same day.

Drag the corner if you need more room.

A Loom walkthrough, a Figma file, your current site, a repo.

PDF, Word, ODT, text or Markdown, up to 10 MB.

I reply personally within 24 hours — usually same day.

Peter Csipkay

Peter Csipkay

Creative Frontend Developer

Let's connect

Three.js developer and creator of threejsresources.com. I scope, build, and ship the work myself — no middlemen, no handoffs.

Based in

Munich, Germany

Testimonials

What clients say

Don't just take my word for it — here's what people I've worked with have to say.

Peter is different from other front end developers. He understands design along with the tech stack. He successfully resolved bugs and optimized the webapp quickly. I appreciate his good work ethic. He is very logical and manages to capture ideas perfectly.
AhmedCEODubai, UAE
Amazing work with super fast turn around. I'm thrilled!
RobertFounder, 3D AgencyTampa, Florida
Peter is a great resource. I enjoyed working with him. I will definitely work with him again.
ThomasProduct LeadBerlin, Germany
Was a pleasure to work with. Very reliable and motivated to deliver great work. I can highly recommend him.
SarahMarketing ManagerLondon, UK

Agencies: white-label version of these services

Same work, delivered under your brand, invoiced to the agency, with a documented handover for your frontend team.

For agencies →

Keep reading

Related services

Free tools

Useful before you commission anything