STUDIO · ABOUT HYPERHUE

One studio.
One head.

HyperHue is Miguel Muñoz — creative engineer based in Chihuahua, Mexico. Web, 3D and games without separating disciplines.

BIOGRAPHY

I started in gamedev. Learned shaders before CSS. That changed how I build for the web: every component is designed as if it has its own rendering pipeline.

I work solo because that's how I maintain judgment over every decision — technical, visual, product. There's no 'the designer said X' or 'the dev can't do Y'.

The projects that interest me are the ones that don't fit a category: a site that uses WebGL as its native language, a tool that generates generative art, a game that runs in the browser without compromises.

02 · PRINCIPLES

01Technical first

Creativity without technical constraints is decoration. Understanding the medium's limits is what allows breaking them.

02No categories

Web, 3D and games share more than what separates them. A Unity shader teaches something about CSS. A collision system teaches something about UX.

03One client at a time

I don't work in parallel. When I take a project, that project is the only one.

03 · CURRENT STACK

Next.jsThree.jsUnityWebGLGLSLReactTypeScriptTailwindBlenderSubstanceHoudiniFramer MotionGSAP