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A real-time WebGL homage to Berserk, where the page behaves the way the sword feels.
Case study / DragonslayerDragonslayer is the first piece from Exe.Eyes Labs, where we build the sites we want to see on the internet. It is a real-time homage to Kentaro Miura's Berserk, built around one idea: the page behaves the way the sword feels.
- Studio
- Exe.Eyes Labs
- Subject
- Berserk, by Kentaro Miura
- Services
- Concept · Art Direction · 3D Design · Creative Development · Motion Design
- Built with
- Blender · Three.js · GSAP · Custom Coded
- Year
- 2026
01The Experience
One Camera, One World
One camera travels one continuous world. Scroll and the Brand of Sacrifice bleeds into the ground. The wound opens and the sword rises out of it. Hold to pull it free and it fights back. Run down the blade and the faces of everything it killed rise out of the iron. Lay it in the ash and take it apart, part by part. Then nightfall, the vow, a chapter for Kentaro Miura, and the brand bleeds into our mark.
Scroll gets heavier near the sword, pulling it takes a held press, and the camera starts slow and lands hard.
02The Sword
Too Big to Be Called a Sword
No crossbar. A semicircular plate on each face with a rim, a bolt and a ring. A hexagonal pommel, a wrapped grip and a short, symmetric point. 2.39 metres end to end. Built in code, so it rebuilds the same every time, with every part its own mesh so the specs view can pick it.
03Real Time
Look-dev in Cycles, Played in the Browser
Every beat was lit in Blender Cycles first and judged against the storyboard, then baked into maps, a 360° environment, a 4K backplate and the ground's heights and blood. Three.js plays it back live with the same light, fog and grade, at 166 fps on an RTX 3060, from 16 MB of assets. No video plates.
Selected screensA non-commercial homage. Berserk and its characters © Kentaro Miura, Studio Gaga, Hakusensha. Archival images in the Miura chapter are credited on the site.
FROM THE WORK TO YOUR BRIEFA different business.
The same attention.
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