3DRise Agency

Complex 3D, half the time and half the cost.

50%less budgetagainst published studio rates
50%less timeweeks, not quarters, per phase
Fixedprice per phaseoverruns are ours, not yours

3D tools, configurator platforms, multi-scene applications, industrial visualisation — the projects most studios quote as year-long programmes. We deliver them in half the budget and half the timeline, because we start with a production 3D engine already built. It's ours, it's live, and you can go and use it right now.

// Why we're faster

Half the budget isn't a discount. It's work we don't repeat.

Most studios begin every project at zero: scene graph, asset pipeline, storage, preview tooling, performance work. We begin with all of it running, because it's the product we already maintain. What you're not paying for is a team rebuilding infrastructure on your budget and calling it your project.

The engine is already built

Asset pipeline, scene graph, storage, real-time preview. Day one of your project starts where a studio's month three does.

Nothing gets built twice

Assets and systems persist in a library across projects. Improvements we make on one build carry into the next.

We ship 3D every week

The product is under active development. Performance work and browser edge cases are our normal Tuesday, not a research phase we bill you for.

// Who you'd be hiring

We're not a studio that also does 3D. We're a 3D engine company that takes on builds.

3DRise is a live, public, browser-based 3D studio — real-time editor, persistent asset library, scene graph, asset pipeline, multi-tenant storage, 60fps in a tab. It's the kind of system most clients hire an agency to build. We built it, we run it, and thousands of scenes exist on it.

When you're evaluating whether a team can build a complex 3D system, the most useful question is whether they've already built one. Go open ours.

LivePublic product, not a case study PDF
60fpsComplex scenes, browser, no install
0Lock-in — standard formats throughout

// What we build

The projects that usually get quoted as a year.

Smaller 3D work is welcome, but it isn't where we're differentiated. The engine advantage compounds with complexity — the bigger the system, the more of it we've already built.

3D tools & editors

Browser-based authoring tools, internal 3D pipelines, editors your own team or customers work in. Closest thing to what 3DRise already is.

Configurator platforms

Not a single product viewer — multi-product, multi-tenant systems with rules engines, pricing logic and ERP or PIM integration.

Multi-scene apps & simulations

Training simulations, interactive experiences, WebGL products with many linked scenes and real state to manage between them.

Industrial & digital twin visualisation

Large-model streaming, real-time data overlays, facility and asset visualisation that has to stay smooth on ordinary hardware.

// What it costs

Our rates, published.

Market figures below are the published 2026 range for three.js / WebGL studios. Ours sit next to them because you're going to ask anyway — and because a firm that won't state a rate is telling you something.

Project typeStudio rateOursTimeline
Advanced3D-led product, single configurator, simulation or game$50k–200k$25k–60k6–10 weeks
FocusedA defined 3D component inside an existing product$20k–40k$10k–18k3–4 weeks

Better than trusting this table: send us a quote you've already received. We'll do the same scope for half of it, or tell you honestly that it's already priced fairly.

// How we price it

Fixed price per phase. Never per project.

Requirements on complex 3D work move — anyone claiming otherwise hasn't shipped much of it. So we don't pretend to fix a twelve-month scope. We fix a three-week one, and then we do it again.

01

Scope the phase

Two to six weeks, three named deliverables, written down before a price exists.

02

Fix the price

That phase now carries a hard number and a hard date. Both in writing.

03

Change orders, not surprises

Anything new mid-phase gets quoted as a change order. You approve it or you don't.

04

We absorb the overruns

If a phase runs past its fixed price, that's ours. We can promise it because we scoped it.

Billing is 50% on phase start, 50% on phase delivery. Re-scope freely at every boundary — that's where changing requirements belong, and where they cost you nothing.

// The proof

This is running in your browser right now.

Not a video, not a pre-baked render. Drag it. It was built in the same engine your project would be built in, and it's the same engine anyone can sign up and use today.

// Start here

The 3D Sprint

$3,00010 working days

Nobody should commit a six-figure programme to a team they've never worked with. Buy a small piece of work first and judge it.

  • One hard part of your system, built properly — the part you're least sure is possible
  • Live on a staging URL, running on real hardware
  • A performance report with actual numbers, not adjectives
  • An architecture recommendation for the full build, including what we'd talk you out of

Credited in full against the first phase of a full build if you proceed within 30 days.

Book a Sprint

// Or build it yourself

Not every project needs an agency.

If you have engineers and the time, the honest answer is often to build it yourself — on the same engine we'd use. 3DRise is a product first: your team gets the asset library, the pipeline and the editor, and we stay out of the way.

  • Your developers, our engine — no services contract
  • The same asset library and pipeline our own builds run on
  • Export anywhere in standard formats; nothing is locked in
  • Move to the agency later if a project outgrows your capacity

// The awkward questions

You were going to ask anyway.

We're an agency. Are you going to poach our client?

No, and we'll sign a non-solicit saying so before kickoff if it matters to you. We're not competing for your retainer — we build the 3D layer and hand it over. Our other revenue stream is a subscription product, which means your client relationship isn't the thing we're trying to grow.

Is our project just R&D for your product?

Client work is confidential by default and we publish nothing without written permission. Where a client is happy to be named we'll ask, and we usually discount for it. Generic engine improvements do flow back into 3DRise — that's precisely why the next client's build is cheaper, and why yours was.

How big is the team?

Small and senior, scaling per project with people we've shipped with before. If a particular programme genuinely needs a fifty-person shop, we'll say so rather than take the contract and find out together.

What happens if you disappear mid-project?

Source lives in your repository from day one, not ours, and we'll sign a code-escrow or IP-handover clause without negotiating about it. You should never be holding an empty bag.

Do we get the source and the assets?

All of it, in standard formats. No proprietary runtime, no perpetual licence, no dependency on 3DRise after handover. Building a business on hostage assets is a bad business.

How is half the price not half the quality?

Because the saving comes from not rebuilding an engine on your budget, not from cutting corners on your build. Take the Sprint and judge the work rather than the argument.

What if you miss the date?

Within a phase, overruns are ours. That's the entire reason we quote phases instead of projects.

Send us a quote to beat.

The fastest way to find out whether this is real: forward a 3D quote you've already received. We'll come back with our number, our timeline and our architecture — or we'll tell you it's already priced fairly.

Email us directlynadi@3drise.ai

A real person reads every one of these — usually same day. No form funnel, no sales sequence.