An Explorable Ambient Worldongoing

Long Evening

What if the tab beside your work opened onto an Estonian bog at dusk?

Overview

An explorable ambient world is a small 3D place that runs beside your work: as a website, a floating player or a new browser tab. The first world, Long Evening, is a wild Estonian bog at dusk with a short-eared owl that follows your cursor. Later you can leave the owl's stump and wander through the bog.

Role
Concept, product definition, art direction, design engineering
Stack
three.js, WebGL2, TypeScript, Vite, Vercel. Built with Claude Code
Channels
Website, floating player, new tab extension. Later a Notion embed and a desktop companion

Sound

The sounds come from the mixer in this site's footer. I recorded the nature sounds and produced the music myself. In the world each sound has a place, and its volume follows your distance to it. The levels are calibrated so equal sliders sound equally loud, and the cranes call at random intervals of one to three minutes, so the loop never gives itself away.

  • Over the whole map
  • rain
  • thunder
  • common crane
  • wave
  • forest
  • grasshopper
FOREST
RAIN
THUNDER
WAVE
FIRE
COMMON CRANE
GRASSHOPPER

Field recordings by Ragne, Läänemaa, Estonia and Costa del Sol, Spain.

CALMNESS
AMBIENT TECHNO
PINK NOISE

Composed and produced by Ragne.

How it's built

There are no textures and no 3D models. The terrain, water, pines, mist and owl are generated in code when the page loads.

0
texture or model files
~1,500
feathers on the owl
6 to 26 s
between gusts
±60°
head turn
3 KB
boot code
610 KB
scene
12 to 20 fps
when embedded
  • Mist: volumetric, computed per pixel in a post pass. Patchy banks over the water that drift and get pushed by gusts.
  • Wind: one gust schedule drives the grass, the pine tips, the owl's feathers and the ripples on the pool.
  • Owl: one gaze target for the whole head, limited to sixty degrees each way, both eyes blinking together.
  • Framing: the camera shifts so the owl stays at the lower-right third on any screen, from phone to ultra-wide.
  • Embeds: a still frame shows first and the live scene fades in over it. Rendering pauses when the world is not visible, and the cursor is sent from the page around it.
  • Budget: lower resolution and half-resolution mist when embedded, and no rendering at all off screen.

Where it's going

Right now you watch the bog from one spot. Next, it opens up: you can leave the owl's stump and walk at your own pace along the edge of the pool, between the pines and further out where the mist lies thicker. The sounds move with you, so walking toward the reeds brings the cranes closer. The light will follow the clock on your computer, set to an Estonian June day: a long evening, a late sunset and a night that never quite gets dark. After that come the floating player, the new tab extension and, perhaps, more worlds.