Work
Selected work
Concrete systems and experiments from this repository. Types and statuses are explicit — experiments are not labeled as client production work.
production · active
theom.fr — SSR portfolio with immersive hero
Production personal site combining server-rendered content for SEO/GEO with a client-only WebGL dither hero.
- Problem
- Present engineering work with a distinctive immersive surface without making the site invisible to crawlers and answer engines.
- Role
- Sole designer/engineer — architecture, implementation, hosting, and content.
- Outcome / status
- Live site on Hetzner with SSR pages, JSON-LD, llms.txt, bidaily SEO audit pipeline, and progressive WebGL enhancement.
- Stack
- Next.js
- TypeScript
- R3F
- Three.js
- MDX
- Docker
- nginx
experiment · stable demo
Dither wave field
Scroll- and pointer-aware dithered shader field powering the homepage hero substrate.
- Problem
- Create a memorable visual field that remains optional for accessibility and does not block text LCP.
- Role
- Implementation of R3F canvas, adaptive DPR, reduced-motion fallback, and scroll coupling.
- Outcome / status
- Stable dither shader experiment in the repo; homepage hero evolved to a procedural command-center storyboard (walkway / platform / curved HUD screen).
- Stack
- Three.js
- R3F
- GLSL
- GSAP
experiment · stable demo
Command-center hero storyboard
Procedural Three.js / R3F hero: walkway, control platform, curved emissive screen with staged HUD/map textures, scroll- and time-driven camera rail.
- Problem
- Deliver the cinematic storyboard (wide → approach → HUD → global map) without blocking SSR copy or requiring a Blender GLB on day one.
- Role
- Architecture, procedural assets, quality profiles (mobile/desktop), bloom budget, reduced-motion poster.
- Outcome / status
- Live on homepage with mobile/desktop quality tiers, storyboard camera sampling, and WebGL/poster fallbacks.
- Stack
- Three.js
- R3F
- postprocessing
- canvas textures
experiment · stable demo
WASM light engine (wgpu)
Rust→WASM control plane with a runnable WebGPU triangle demo, kept off the marketing hero path.
- Problem
- Separate systems-engine experiments from the design-critical Three.js hero so iteration does not break SEO delivery.
- Role
- Crate + wasm-pack artifacts + lab page WebGPU demo with honest maturity labeling.
- Outcome / status
- Live demo on /labs/wgpu-engine: WASM engine identity plus visitor-GPU WebGPU draw; reduced-motion and no-WebGPU fallbacks.
- Stack
- Rust
- wasm-bindgen
- WebGPU
- WGSL
production · active
Bidaily SEO/GEO audit pipeline
Technical crawl plus agent skill for generative-engine citation tracking on theom.fr.
- Problem
- Keep SSR and entity signals healthy while content evolves, and systematically track AI citation gaps.
- Role
- Automation design: GitHub Action crawl, Cursor skill, tracker artifacts.
- Outcome / status
- Scheduled technical audits with report artifacts; documented agent path for citation probes and content-only PRs.
- Stack
- GitHub Actions
- bash
- Next.js metadata
- JSON-LD
writing · active
Technical notes on SSR, GEO, and engines
Answer-first articles on immersive-hero SEO, generative engine optimization, and Rust wgpu vs Three.js.
- Problem
- Document trade-offs so humans and answer engines can extract accurate, citable statements.
- Role
- Author and structured presentation (MDX, FAQ/Article schema).
- Outcome / status
- Three published notes with dates, FAQ schema where appropriate, and internal links to labs.
- Stack
- MDX
- JSON-LD
- Next.js