Skip to content

Start a project

Studio — Istanbul

One gaze,end to end.

Dwey is an independent design studio making real-time 3D, film and interaction. The person who takes the brief also sets the light and hands over the final frame.

01Statement

An image belongs as much to the person looking as to the thing being looked at. Technical competence is a starting line; on its own it says nothing. We do not design the frame, we design the attention that meets it. So every project opens with the same question: what will they look at, and why will they stay?

Dwey means eye.

Principles

Four decisions that end the argument.

  1. 01

    The question before the frame

    Visual direction is not built on an unanswered question. Rendering before the story is settled is an expensive way to guess. The first week produces decisions, not images.

  2. 02

    Real-time wherever it earns its place

    A pre-rendered video offers one path through the material. A scene running in the browser lets people ask their own questions: turn it, change it, try it. The eye on this site is not a video — it is being computed on your GPU right now.

  3. 03

    Performance is a threshold, not a feature

    A scene that stutters feels cheap no matter how well it is designed. The frame budget is set at the start; if the scene does not fit, the scene changes — not the budget.

  4. 04

    Delivery is not the end of the relationship

    Every source file is yours: models, scenes, project files, documentation. If you continue with another team later, nothing is locked.

03Capabilities

We take on a whole project, or a single stage of one.

  • 01

    Real-Time 3D

    Scenes that run in the browser and answer back.

    • Product configurators
    • Digital showrooms
    • WebGL / WebGPU scene architecture
    • Tiered quality for mobile and low power
  • 02

    Product Visualisation

    Made without a studio — full control of light, material and framing.

    • Catalogue and e-commerce imagery
    • Material and fabric studies
    • Products staged in a space
    • Unlimited variants from one scene
  • 03

    Film and Motion

    Launch films, product animation, titles and social edits.

    • Storyboard and previz
    • Camera and lighting design
    • Compositing and colour
    • Per-platform re-edits
  • 04

    Interactive Experience

    Touch and spatial builds for expos, stores and events.

    • Touch kiosk interfaces
    • Large-format screens and projection
    • Sensor and motion triggered scenes
    • On-site installation and handover
  • 05

    Brand and Motion

    How a brand behaves, not only how it looks.

    • Logo and type system
    • Motion language and transition rules
    • Colour and material palette
    • Usage guidelines
  • 06

    Catalogues and Decks

    Digital files that hold up in a salesperson’s hands.

    • Digital catalogue systems
    • Sales decks and proposal files
    • Print and web output together
    • Updates as the range grows
  • 07

    Web and Interface

    Everything around the scene: pages, flows and handover.

    • Campaign and product sites
    • Design tokens and component library
    • Accessibility and performance budget
    • Content management and handover

04How We Work

Three ways to start.

Whichever it is, the scope is written down, the schedule is firm and every stage has an intermediate output. That is why there are no surprise deliveries and no surprise invoices.

Per project

One job with a defined scope: a film, a configurator, a series of stills. Fixed price, fixed schedule, sign-off at each stage.

For work with a clear beginning and end

Discovery phase

When the scope is not settled yet: technical feasibility, visual direction tests and a realistic budget range. No obligation to continue afterwards.

When there is an idea but no brief

Monthly retainer

Production that keeps going: campaign calendars, a growing product range, a scene that is updated continuously. A set capacity is reserved each month.

For brands with a steady flow of work

Team

One team, the whole job.

Dwey is not a production line. We do not split a project across separate desks; every decision lands in one place, so the work stays consistent with itself.

In practice that means the person you discuss the project with is the person who makes it. When scope grows, people we have worked with for years join the team — but the direction and the delivery stay in the same hands.

Creative direction

Cracking the brief, visual direction, framing and narrative.

3D and lighting

Modelling, materials, lighting and render setup.

Technical direction

Real-time scene architecture, frame budget, code and integration.

Production

Schedule, intermediate outputs, revision rounds and handover.

Location
Istanbul, Türkiye
Languages
Turkish · English
Working
Remote and on site
Delivery
Source files included

06Contact

If you have something to say.

A short note is enough. We reply within two working days.

Start a project

New brand or new direction?Shall we talk?