Giant Aperture

Articles andexperiments.

Start with a project, try an interactive study or browse all the articles by topic.

Explore a project

Follow a project from its first idea into the tools and experiments that make it work.

Drop Dead Gourdgeous opening: orange, cream and green pumpkins and autumn leaves surround the lettering, with a growing vine below the central pumpkin.

Drop Dead Gourdgeous

Building a browser pumpkin maker: a captured-render opening that becomes a live scene, procedural shapes and stems, carving, painting, candlelight and GPU preparation.

Read the project
The cream-gel Giant Aperture mascot with one large amber eye, a rounded dome, broad ruffles and short side arms

From images to expressive 3D characters

How we turn character pictures into things we can direct: reconstruction, part labels, moving eyes and mouths, expressions, gaze and breathing. Start with the Giant Aperture jelly.

Explore the character series

Try an interactive study

Explore the homepage iris, play with tactile controls or turn the line sculpture.

Try the line sculpture
SVG / direct manipulation

One structure.
Thirteen forms.

Thirteen forms share the same lines. Matching their points lets the browser move between shapes instead of fading between pictures.

Drag or use the arrow keys to turn it, then choose another form. The floor shadow follows its footprint and movement settles after each change.

Vector paths and short animations keep this small enough to play with directly.

Choose a form

Drag to turn. Click to transform. Arrow keys turn it, too.

All articles and studies

Find a particular method or browse the full collection.

Browse by topic

18 studies

Drop Dead Gourdgeous · Part 1

Drop Dead Gourdgeous

One editable pumpkin, from shaping and carving to paint and candlelight. Follow the tools and experiments behind it.

Drop Dead Gourdgeous · Part 2

Making clean pumpkin cuts

Why convex outlines, explicit corner edges and inherited surface data help a drawn loop become a clean solid cut.

Drop Dead Gourdgeous · Part 3

Scraping pumpkins

We borrowed an idea from digital snow. Scrape a patch, control the depth and see what the remaining wall lets through.

Drop Dead Gourdgeous · Part 4

Meshes, heightfields and volumes

The same stroke meets three surface models. See why fixed triangles stretch and one height per column cannot keep a roof.

Drop Dead Gourdgeous · Part 5

Building a candle maker

Pumpkin tools became candle tools. Follow the wax, wick, melting and light problems we found along the way.

Drop Dead Gourdgeous · Part 6

Running a 3D pumpkin app

Getting a good frame is only the start. Follow the loading, profiling and cleanup work behind DDG, then explore what another engine could take over.

Interactive study

Inside the iris

Nine moving blades and layered transmission. Take apart the material behind the homepage iris.

Interactive experiment

Moss controls

Glass, worn metal and soft growth. Play with keys, a knob and a slider made from generated animation frames.

Development notes

A friendly giant

Early jelly and lettering studies: the references, folds and materials that helped us find the character.

Character development · Part 1

Building an expressive Giant Aperture mascot

How one eye, a soft body and fourteen acting studies became separate controls for expression and attention.

Character development · Part 2

Turning reference pictures into a useful mesh

Choose what each picture should establish, then find out what the reconstruction actually built.

Character development · Part 3

Giving a mesh meaningful part labels

An ear tool needs more than triangles. Give the mesh useful names, then check what those names let us do.

Character development · Part 4

Making painted eyes look and move like eyes

Keep the character’s drawing while separating moving iris and pupil from the fixed opening, shading and highlight.

Character development · Part 5

Finding an ear and making it bend

Old ear coordinates failed on a new body. Measure the attachment and find how far this ear can bend.

Character development · Part 6

Turning a mouth line into an opening

A smile is one line. Making it open takes lips, corners, an interior and geometry that can move.

Character development · Part 7

Fitting movement to the body in front of us

Fit the rig to this body, then measure where its movement stops working.

Character development · Part 8

Composing expressions and character behaviour

Look inside fourteen expression studies: their targets, timing and what changes in the live stage.

Character development · Part 9

Gaze, breathing and character behaviour

Notice a leaf, follow it, lose interest. Build those decisions alongside breath, blinks and reactions.

About this collection

A place to investigate.

This is where I try ideas and share what I learn from making them.

It is part of my wider work in software, product development and research engineering.

Services & approach