PARALLAX Concept

(00) Creative technology studio

  • Interactive installations
  • Real-time graphics / WebGL
  • Generative identity systems

Concept — a fictional studio,
designed & built by LOGOS

Move the pointer across the word. Each letter reports its own axes. Drag across the word. Each letter reports its own axes.

PARALLAX — creative technology studio (concept)

Software that
behaves like
material.

We build interactive installations, real-time graphics and identity systems that are drawn by rules instead of by hand. The six studies below are running in your browser, not on video.

See the studies

(01) Approach

We don’t draw pictures — we write systems: a few rules, a handful of parameters and a surface that answers whoever stands in front of it.

  1. [1]Rules Every piece starts as a written system — inputs, ranges, states and what must never break.
  2. [2]Parameters The rules are exposed as controls, so a brand or exhibition team can tune the work without touching code.
  3. [3]Surface A wall, a room, a kiosk or a browser tab. The system stays the same; only the surface changes.

(02) Experiments

Six studies, running live.

Nothing below is a video. Each study is computed in your browser as it scrolls into view, pauses the moment it leaves, and answers to your pointer or your finger. They are studies of technique — sketches, not client work.

Studies
06
Canvas 2D
05
WebGL
01
Video files
00
E/01

Flow Field

2026 Canvas 2D · 3D simplex noise · streamlines

Hundreds of short streamlines traced through a noise field that turns slowly in time. The pointer adds a vortex; everything near it is redrawn in signal orange.

E/02

Ordered Light

2026 WebGL · GLSL · 8×8 Bayer dither

A domain-warped noise surface, lit by your pointer and reduced to three inks by an ordered dither matrix — on the GPU, at a third of screen resolution.

E/03

Reaction–Diffusion

2026 Canvas 2D · Gray–Scott model · typed arrays

Two virtual chemicals feed and consume each other. Growth starts from points on a twelve-column grid; the kill rate drifts slowly, so the pattern never quite settles.

E/04

Type as Particles

2026 Canvas 2D · glyph sampling · spring physics

Each letter of the name is drawn at a different weight, sampled into points and held there by springs. Particles in flight turn paper-white until they land.

E/05

Warp Grid

2026 Canvas 2D · spring mesh · lens

This page’s own twelve-column grid, rebuilt as a mesh of springs. The pointer is a lens that swells the modules beneath it; hold it down and it turns into a mass that pulls the grid in.

E/06

Phase

2026 Canvas 2D · pendulum wave · no sound

A rhythm study without sound. Twenty-four pendulums swing 40 to 63 times a minute, drift out of phase, and line up again exactly every sixty seconds.

(03) Capabilities

Six disciplines, one method: build the system first, then let it draw.

  1. C.01

    Interactive installations

    Sensors, cameras and projection · multi-screen sync · software hardened to run unattended for months

  2. C.02

    Real-time graphics

    WebGL and GLSL · GPU simulation · three.js · performance budgets for phones and walls

  3. C.03

    Generative identity

    Marks and patterns written as rules · brand tools that render every format from one system

  4. C.04

    Kinetic typography

    Variable fonts · motion systems · type that responds to people, data and time

  5. C.05

    Creative tools

    Small in-house editors and generators, so a design team can make the next hundred versions itself

  6. C.06

    Research & prototyping

    Short R&D sprints · technical feasibility · sketches in code before anyone commits to a build

(04) Process

Five steps on a twelve-week grid.

An indicative schedule for a mid-sized installation or interactive site. Steps overlap on purpose: code sketches begin before the system is fully written down, and tuning never waits for a finished build.

  1. P.01 Constraints

    Weeks 1–2

    The room, the audience, the hardware, the budget — and the list of things that must never break.

    Out: brief, risk list, hardware audit

  2. P.02 Sketches in code

    Weeks 2–4

    Ten small, fast, deliberately rough prototypes. We test them on the real surface and keep two.

    Out: 8–12 prototypes, 2 kept

  3. P.03 System

    Weeks 4–6

    The rules written down: parameters, ranges, states and failure modes, agreed before production starts.

    Out: parameter spec, state map

  4. P.04 Build & tune

    Weeks 6–11

    Production code with a performance budget, tested on the actual hardware and tuned in the actual light.

    Out: production build, test log

  5. P.05 Handover

    Weeks 11–12

    Documentation, a control panel for your team, a quiet launch and a plan for who looks after it next year.

    Out: docs, controls, care plan

(05) Contact

Make it move.

Have a room, a brand or a screen that should respond to the people in front of it? Pick what fits and send a short brief.

What should respond?

Roughly when?

Concept site — this opens a note, nothing is sent.

! Concept

This is a concept — nothing was sent.

PARALLAX is a fictional studio. This site was designed and built by LOGOS Web Studio to show what an interactive, type-led site can feel like.

If you want work like this for a real project, talk to the people who made it.