Marko Vurnek

Software Engineer

Working on motion, 3D, and interactive web projects with design studios, agencies, and product companies. I take ownership of the product end to end, from architecture decisions through implementation, performance tuning, and post-launch refinement.

The work extends to custom tooling around the project. Engineering infrastructure like debug overlays and asset pipelines, plus creative production tooling for 3D assets, visual systems, prototype explorations, and design playgrounds.

Available for select projects, let’s talk.

Raymarched Heightfield

Texture as displacement

European Year of Youth

Voices platform, WebGL experience commissioned by the European Union

Glass Refraction

WebGL interaction, object animation and glass refraction

De Maldè, Canvas Chronicles

Art retrospective, Awwwards SOTD, CSSDA, Communication Arts

Currently exploring agentic engineering applied to creative work. Using it to build tooling and infrastructure around a project, so prototyping, validation, and discovery move faster.

The practice is part engineering, part research. Writing PRDs to plan. Designing DSLs that work for both me and the model. TDD at the core. Building one-time skills for specific tasks. Mixing autonomous runs with human-in-the-loop checkpoints, depending on what the work calls for.

My thesis was on machine learning for real-time text classification, a distributed streaming system that taught me to treat models as components in a larger pipeline. I’m extending that thread into the visual systems I build, using ML and agentic tooling to accelerate 3D production.

Services

  • Brand experiences
  • Product engineering
  • WebGL, 3D, and AR
  • Custom shader work
  • 3D production for web
  • Production tooling

Selected clients

  • European Union
  • European Central Bank
  • Fnatic
  • ICF Next

Elsewhere

Education, No Matter What

AR experience for DG ECHO, commissioned by the European Union

Toy Photogrammetry

Photogrammetry of Mateo's toys, GPGPU animation, fake spheres

HQ Worldwide Shows

Falcon hero animation, SDF text, environment shaders, WebGL tooling

Hunt and Gather

WebGL experience and 3D modeling

Minimap.ai

Data-driven procedural terrain for pattern analysis

Sphere Field

Real-time experiment, fake spheres in place of instanced geometry with particle systems