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What is Airtight Interactive?
Airtight Interactive is the personal studio site of Felix Turner, a Los Angeles–based creative technologist. It is less a company storefront than a portfolio and contact point: front-end development and prototyping with JavaScript, WebGL and GLSL shaders, aimed at interactive experiences rather than conventional brochure websites. The page lists client work for brands including Apple, Google, Nike and Lexus, alongside personal demos and generative art.
Who it is useful for
- Agencies or brands needing a specialist for WebGL-heavy microsites, product visualizers or interactive campaigns, where the hard part is rendering and interaction rather than content management.
- Producers evaluating a technical partner who can move between prototyping and production front-end work; the stated skill set also covers Unity, Swift, Processing and C++, which matters when a browser demo has to connect to native apps or installations.
- Developers looking for technique references. The demos section (shader experiments, webcam mesh, generative pieces) is useful for seeing what browser graphics can do, even though it is not documentation.
The trade-off is focus. This is one practitioner's portfolio, so capacity and availability are individual rather than team-based, and the site does not present packaged services or pricing. If you need a large multi-discipline agency with account management, this is a different kind of fit than a specialist collaborator.
A practical next step
Start with the featured work and demos, and judge whether the visual style and technical ambition match your project. If you are commissioning, bring a specific brief — the effect you want, target devices and timeline — and use the contact address on the page. For broader context on the studio's public work and recognition, the profile at Airtight Interactive is the primary source; awards listed there (FWA, Awwwards, Webby) are useful signals when comparing against other interactive specialists.
What kind of WebGL and GLSL shader projects has Felix Turner built for clients like Apple and Google?
The site names Apple and Google among Felix Turner's clients but does not detail specific projects for either. What it does show is the type of WebGL and GLSL work he presents: interactive brand experiences, data visualization, and experimental graphics. Featured work includes MOSH-PRO, Little Cinema, Soul Collection, Unity Headphones, Yeezy Supply, Map of Runterra, Cryptaris, Userviz, Future Faraday, Maria Callas, and an Airbnb Globe. Demos such as Hex Map, Gradient Pills, Ribbons, ShaderToy Explorations, Webcam Mesh, and Chrome Experiments show the same shader-driven, browser-based approach applied to smaller experiments.
What the work suggests about his practice
- Brand and campaign experiences: The client list and featured projects point to interactive marketing pieces rather than static sites.
- Visualization and mapping: Userviz and the Airbnb Globe indicate data- and map-based WebGL work.
- Shader-heavy experimentation: GLSL shaders, generative visuals, and audio-reactive visualizers appear throughout the demos and personal work.
- Prototyping: The site describes front-end development and prototyping with JavaScript, WebGL, and GLSL as core skills.
If you need to know exactly what was built for Apple or Google, the practical next step is to ask Felix directly through the contact address on the site or review the individual case studies linked from the featured work. For a broader view of his generative and audio-visual work, see Airtight Interactive.
How can I hire Felix Turner for freelance or full-time creative technology work?
Contact Felix Turner directly at [email protected], the address listed on Airtight Interactive. His site states he is currently available for freelance and full-time work, so a short introductory email describing your project, timeline and budget range is the practical first step.
What to put in that first email
- The engagement type: freelance project, contract, or full-time role, with an approximate start date.
- The work itself: what you want built and where it lives — for example a WebGL product configurator, an interactive campaign site, a generative visual piece, or a live audio-reactive visualizer.
- Constraints: target browsers and devices, performance expectations, and any existing design system or brand guidelines.
- Who decides: whether you are the client, an agency producer, or a recruiter, and who signs off on scope.
A link to a moodboard or a comparable piece you admire helps more than a long brief. His page lists clients including Apple, Google, Nike and Lexus, and his skills cover JavaScript, WebGL and GLSL shaders, prototyping, UI design and tech leadership, plus Unity, Swift, Processing and C++ — useful context for judging fit before you write.
Choosing between freelance and full-time
| If you need… | Ask for… | What to expect |
|---|---|---|
| A single interactive launch piece | Freelance, fixed scope | A defined deliverable and timeline; brief tightly and decide approvals early |
| Ongoing prototyping alongside a product team | Freelance retainer or contract | Recurring hours; agree cadence and who prioritizes work |
| A senior creative technologist inside the team | Full-time | A longer hiring process; expect portfolio review and interviews |
For full-time roles, treat the email like a recruiter's first touch: role title, team, location or remote policy, and the technical problems the hire would own. His background — prior roles at Tool, Brightcove, R/GA and Huge, a Computer Science degree from University College London, and independently built apps such as Mosh-Pro and Juicebox — suggests he is likely to ask about technical ownership and creative latitude, so address those rather than listing perks.
A useful next step
Before sending, write one sentence naming the outcome you want ("a shader-driven landing page that runs at 60fps on mid-range phones by March"). If you cannot write that sentence, the project is not ready to brief, and a conversation will stall on scope.
What tools and platforms does Felix Turner use for prototyping interactive experiences?
Felix Turner prototypes interactive experiences primarily with JavaScript, WebGL and GLSL shaders, according to the site's own description. That stack is aimed at browser-based, real-time graphics: 3D scenes, shader-driven visuals and interactive experiments that run without a plugin.
What the site lists
- Core prototyping: JavaScript, WebGL and GLSL shaders for front-end development and prototyping.
- Beyond the browser: Unity, Swift, Processing and C++.
- Design and leadership: UI design, prototyping and tech leadership alongside the coding work.
- Personal projects as a testing ground: Mosh-Pro and Juicebox are web apps he built himself, and the demos section (shader explorations, a webcam mesh, Chrome experiments, generative and audio-reactive visuals) shows the kind of small, experimental builds used to try ideas out.
How to read that mix
The split matters if you are choosing a direction. JavaScript plus WebGL/GLSL is the path for work that must ship in a browser and reach a wide audience with no install. Unity and C++ suit heavier real-time 3D or native performance where a download or app is acceptable. Processing is a common choice for quick generative and visual sketches before committing to a production stack. Swift points to native Apple platforms.
A practical example: a brand campaign that needs an interactive 3D scene on a landing page fits the WebGL route; a gallery installation with a dedicated machine and sensors is more likely to justify Unity or C++. The site's client list (Apple, Google, Nike, Lexus) suggests the browser-first approach has been applied to commercial work, not just demos.
Next step
If you are planning something similar, start with a small shader or WebGL sketch to test the visual idea, then decide whether the final delivery target is a web page or a native/installation build. For reference on how WebGL work is presented and documented, see three.js for the library ecosystem and Shadertoy for shader experimentation; Felix's own demos on Airtight Interactive show the results of that workflow.
What are some of Felix Turner's notable personal projects such as Mosh-Pro and Uberviz?
Felix Turner's personal projects split into two strands: web apps he built himself and generative or audio-reactive work he shares under a separate name.
Personal web apps
- Mosh-Pro: a web app Turner describes as personally built and used by millions of people. The site presents it alongside his client work as a flagship product rather than a demo.
- Juicebox: another self-built web app listed in the same breath as Mosh-Pro, so it belongs with his product work rather than his experiments.
Generative and audio-visual work
- Uberviz: his outlet for live audio-reactive music visualizers, listed among featured work. This is the project to look at if you care about real-time graphics driven by sound.
- Generative visuals: created in his free time, with demos such as Hex Map, Gradient Pills, Ctrl-Z, Ribbons, Nymph, Winter Rush, Webcam Mesh and Shadertoy explorations.
How to read the distinction
| Project | Type | What it shows |
|---|---|---|
| Mosh-Pro, Juicebox | Self-built web apps | Product thinking at consumer scale |
| Uberviz | Audio-reactive visualizers | Live performance and real-time rendering |
| Demos (Hex Map, Ribbons, Webcam Mesh) | Experiments | WebGL and GLSL shader technique |
A practical next step: if you are evaluating him for a shader-heavy interactive build, start with the demos and Uberviz, since those show technique directly. If you need someone who has shipped a consumer product, Mosh-Pro and Juicebox are the relevant references. For a fuller picture of his client and award history, see Airtight Interactive.
What awards and recognition has Felix Turner received for his interactive work?
Felix Turner's site lists an extensive record of awards for his interactive and WebGL work, spanning industry, design and advertising recognition.
Recognition listed on the site
- Awwwards: Site of the Day (three times)
- FWA: Site of the Day (ten times) and Mobile of the Day (twice)
- The One Show: five awards
- Webbys: two
- Cannes Cyber Lion
- D&AD Digital Award: two
- CSS Design Award: three
- Adobe Cutting Edge Project of the Week: twice
- Architecture Web Site Awards: Gold Medal
- Best WebGL Site of the Year
- Design Interact's Site of the Week
- Flashforward Film Festival: Finalist
- Royal Television Society Multimedia Award
- Sonar Featured Artist
How to read the list
The mix is telling. Repeated FWA and Awwwards wins point to consistent recognition within the web-design and interactive community, while the Cannes Cyber Lion, One Show and D&AD awards come from the advertising and design establishment. The WebGL Site of the Year and Adobe Cutting Edge nods align with the site's emphasis on JavaScript, WebGL and GLSL shader work. For a client or collaborator weighing a technical creative partner, that combination suggests work judged both as craft and as effective commercial creative.
As a next step, open the featured work section and compare a client project (for example the Airbnb globe or Yeezy Supply) with a personal demo; the awards make most sense when matched to the specific piece of work they recognise.
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