The brief for the hypershot homepage was one sentence: show the product, donât describe it.
Reasonable. Restrained, even. What followed was a 3D room, a Blender file, a stack of shader ports, a pile of hand-built demos, and a profiling session in real Safari, driven over WebDriver. Hereâs how a screenshot toolâs homepage got a little out of hand (in the best way possible).
We built a desk
Scroll the top of the page and youâre in a room: a desk, a monitor, a laptop, a keyboard, a chair, some plants. It was modelled and lit in Blender, and the lighting is baked into the textures, so your browser shows a properly lit room without having to light it. A bake takes about a quarter of an hour. We did a lot of bakes.
The camera started out animated in Blender too. Then iterating on a shot meant a round trip through Blender and an export every time, so the cameras moved into code: each shot is computed from the scene itself, aimed at the screens and the keyboard, so if a prop moves in Blender, its shot moves with it.
The scroll is the timeline
Nothing on the desk plays on its own. Your scroll drives everything, forward and back: the camera closes in on the keyboard as the capture keys go down, tilts up to the monitor, and hypershot takes a shot on screen.
Thereâs one rule, and it took a few tries to get right: going forward, the scene may never run the appâs UI faster than the app really runs it. Scroll as hard as you like; the capture plays at its true speed and the page catches up after. Going backward, anything goes. A homepage that fakes the productâs speed is lying about the one thing itâs there to show.
We ported the app to the web (a little)
The reticle that drags across the monitor isnât a lookalike. Itâs hypershotâs own Intelligence reticle shader, ported to WebGL nearly line for line. Same for the warp that flings the capture into the preview folder in the corner. When the page shows you what hypershot looks like, itâs running hypershotâs own code for it.
Further down, the feature demos went the same way. They arenât videos. Each one is a live replica of the editor, built in HTML and SVG with the appâs own icons and its own theme colours. âMake it yoursâ runs the editor through every accent colour, in light and dark, using the same theme values the app does. If the app changes, the demos can change with it.
The art came straight out of the designerâs Illustrator file, lifted by a script into SVGs placed where the artboard has them, so the page and the design canât drift apart.
Performance was key
Motion like this lives or dies on pacing, and âfeels fasterâ isnât a measurement. Scroll speed got measured in a real Chrome at 60 frames a second, stretch by stretch, before any âitâs faster nowâ claim survived. More than once, it wasnât.
Safari got its own investigation. We drove the real thing over WebDriver, timed every frame along the scroll, and found where WebKit spends its time: drawing the on-screen editors to a canvas and uploading them as textures is far more expensive there than in Chrome. The laptop and monitor screens were reworked around that.
Was it too much? Hell yeah. Do we regret it? Hell no.
A screenshot tool lives or dies on how it feels in your hands, and a page that only describes that feel would be selling it short.



