--- title: Web Development Services: React, Next.js, WebGL description: Five areas of work described in enough detail to tell whether your project is one of them, from interface engineering to performance work. canonical: https://www.hire-web-dev.com/services/ section: Site updated: 2026-09-11 author: SumanKumar Phuyal site: hire-web-dev.com note: >- Generated from the page of record at the canonical URL above. The four case studies are placeholder work and their metrics were never measured; imagery is AI-generated concept art. See https://www.hire-web-dev.com/disclosure/. --- # WHAT I TAKE ON Five areas of work, described in enough detail that you can tell whether your project is one of them. Most engagements are a combination of two. ## Why these five They're the things I've done often enough to estimate accurately. That's the whole selection criterion. I can build a competent backend and I've shipped a React Native app, but I'd be guessing at the schedule, and a guessed schedule is worse than an honest refusal. In practice briefs don't arrive neatly labelled. A performance engagement almost always turns into a design system conversation, because the reason a page ships four hundred kilobytes of JavaScript is usually organisational rather than technical. A WebGL piece needs interface engineering around it, or you have a beautiful scene with no way to navigate. I scope for the overlap rather than pretending the boundaries are clean. ## What's constant across all five Measurement before opinion. I'd rather spend two days instrumenting something than two weeks optimising the wrong layer, and I've done the second often enough to have learned it properly. Everything I hand over comes with the measurements that justified the decisions, so the next person can tell what was reasoned and what was taste. The second constant is that I write things down. Decisions, rejected alternatives and the reasons for both. Code explains what a system does; it's nearly silent on what it deliberately doesn't do, and that's the knowledge that disappears when someone leaves. ## Key facts - Areas: 05 - Overlap: Usual - Delivery: Phased - Team size: One, mostly ## Areas - Interface engineering: Design, built properly - Creative development: Realtime and 3D - WebGL & shaders: GPU work - Performance: Measured, then fixed - Design systems: Components that hold ## Topics INTERFACE, CREATIVE DEV, WEBGL, PERFORMANCE, DESIGN SYSTEMS ## Image ![Concentric orbital rings around a bright blue core with HUD readouts, services orbiting one practice](https://www.hire-web-dev.com/assets/img/web-development-services-orbital-rings-core.jpg)