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
Fluid Carousel
Motion orchestration, instanced rendering from a texture atlas, WebGL postprocessing
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