By Ishan Rana, Founder · Updated October 2026
Hire a Three.js developer: what it costs and what to check (2026)
A Three.js developer costs anywhere from $10 an hour on open marketplaces to $60 to $100+ through vetted networks like Arc, and experienced US and UK freelancers charge around $75 to $175. Studios quote per project. DappaSol's Flagship, Three.js included, starts at a fixed $3,000. Before you hire anyone, open their live work on a cheap phone.
How this page differs. This is about hiring and vetting the Three.js engineer. If you are hiring for a whole 3D scroll website, design included, read how to hire a 3D scroll website developer. For what a production WebGL build involves technically, see our WebGL and Three.js development guide.
Three.js is the JavaScript library that puts real-time 3D in a browser. It is free, it is everywhere, and that is the problem: thousands of people can make a spinning cube, and far fewer can ship a scene that holds frame rate on a three-year-old Android while the marketing team edits the copy around it.
You are not hiring someone who knows Three.js. You are hiring someone who has shipped it.
Freelancer vs studio vs agency
| Option | What it costs | Best for | The risk |
|---|---|---|---|
| Open-marketplace freelancer | From about $10/hr (Arc's figure for Upwork and Fiverr) | A small, well-specified scene you can review yourself | Demo-grade code, no mobile budget, vanishes after launch |
| Vetted freelancer | $60 to $100+/hr via Arc; $75 to $175/hr for experienced US/UK freelancers | Adding a 3D piece to a site your team already runs | You manage design, assets, QA and deployment yourself |
| Founder-direct studio (DappaSol) | Flagship from $3,000 fixed, 2 to 4 weeks | A whole cinematic or 3D site, one accountable person | Smaller crew than an agency; not for film-grade character animation |
| Creative agency | Commonly $20,000 to $50,000+ for a full custom WebGL site | Campaigns with art direction, sound and a big launch | Price, timeline, and the junior who actually writes the code |
Hourly rates are from Arc's Three.js hiring page and the studiokalex freelancer vs studio guide. Agency ranges are our own estimate, explained in our 3D scroll website cost guide.
What a Three.js project actually includes
The scene is maybe a third of the job. A real project has all of this, whether or not the quote mentions it:
- Asset pipeline. Models exported to glTF/GLB, compressed (Draco or Meshopt for geometry, KTX2 for textures) so the page does not download a small film before it shows anything. The glTF format from Khronos is the standard here.
- Scroll choreography. Camera moves and scene states mapped to scroll, usually with GSAP ScrollTrigger, so scrolling back rewinds cleanly.
- Shaders and post-processing. The grade, the glow, the grain. This is where the "expensive" look comes from, and where phones die if nobody is watching the budget.
- A performance budget. Draw calls, texture memory and a frame-rate target per device tier. Lighter assets for weak phones, a static fallback when WebGL is not available.
- Real HTML underneath. Headings and copy as text, not baked into the canvas, so search engines and AI assistants can read the page.
- The boring finish. Loading states, reduced-motion support, analytics on the buttons that matter, deployment.
What drives the cost
| Driver | Cheaper | More expensive |
|---|---|---|
| 3D assets | Client supplies clean GLB models | Modelling from photos or CAD, original art direction |
| Interactivity | Scroll-scrubbed scene, fixed camera path | Free-roam, physics, configurator with pricing logic |
| Rendering | Pre-rendered frame sequence on a canvas | Real-time lighting, custom shaders, post-processing |
| Pages | One landing page with a 3D hero | Multi-page site where every page is a scene |
| Devices | Desktop-first with a mobile fallback | Full experience tuned for mid-range phones |
| Content | Copy and assets ready on day one | Copy written during the build, rounds of new assets |
What it costs with us
Our Flagship cinematic and 3D build starts at $3,000 fixed and usually ships in 2 to 4 weeks. You see the price before you commit, and you own the code. If you are unsure what you need, the Week-1 Build Audit is $500 flat and credited against the build.
What that buys, in live work: Streets of Punk runs the whole site through one pinned Three.js/WebGL scene, scrubbing frame sequences with a post-process grade, tuned for a 60fps scroll on real phones. Nugget Nation uses Three.js scroll-driven product scenes with GSAP choreography. Full numbers on the pricing page.
When we are the wrong hire: you need one engineer embedded in your team for six months (hire a vetted freelancer), or you need film-grade character animation (hire a 3D animation studio, then a developer).
The 5-minute portfolio check
- Open two of their live projects on a mid-range Android phone. Scroll hard. Scroll back up. Any stutter, any black canvas, any 10-second white screen is your future site.
- Open the browser's network tab on desktop. How many megabytes before the first frame? Our rule of thumb: under about 5MB for the first view is a good sign.
- Turn on "reduce motion" in your phone settings and reload. Something sensible should happen.
- Select the text. If you cannot, the words are baked into the canvas and the page is invisible to search.
- Ask for the repo or a code sample. Look for asset compression, disposal of geometries and textures, and device checks. If they refuse to show any code at all, that tells you something too.
Interview questions that sort shippers from tinkerers
- "What was your frame budget on your last project, and on which phone did you test it?"
- "How do you keep texture memory down?" Listen for KTX2, texture atlases, resizing, not "it was fine on my laptop".
- "What happens when WebGL fails to start?" There should be a designed fallback, not a blank page.
- "Plain Three.js or React Three Fiber, and why for this project?" Either is fine. Not having an opinion is not.
- "How do you sync scroll and scene?" They should mention a single source of truth for progress and scrubbing back cleanly.
- "Who owns the code and the 3D assets at the end?" The answer you want is you.
For the library itself, the official Three.js documentation is the reference any candidate should be at home in.
Keep going
FAQ
How much does it cost to hire a Three.js developer?
On open marketplaces like Upwork and Fiverr, Arc reports rates from about $10 an hour. Vetted Three.js developers through Arc typically charge $60 to $100+ an hour, and experienced US and UK freelancers around $75 to $175. Studios quote per project. DappaSol's Flagship cinematic and 3D build starts at a fixed $3,000.
Should I hire a Three.js freelancer or a studio?
Hire a freelancer when you already have design, 3D assets and a team to run the site, and need one scene built. Hire a studio when you need the whole thing: design, assets, scroll choreography, mobile performance and launch, with one party accountable for the result.
How long does a Three.js website take to build?
A focused 3D landing page commonly takes 2 to 4 weeks once assets and copy are ready. DappaSol's Flagship ships in 2 to 4 weeks. Multi-page real-time 3D sites with custom shaders and configurators run 6 to 12 weeks or more.
What skills should a Three.js developer have?
Shipped projects you can scroll on a phone, a glTF and texture-compression pipeline, GSAP or similar for scroll choreography, shader basics, a device-tier performance budget, a fallback for when WebGL fails, and the habit of keeping copy as real HTML text.
Is React Three Fiber better than plain Three.js?
Neither is better in general. React Three Fiber suits sites already built in React and scenes with many interactive components. Plain Three.js suits a single cinematic scene with tight control over the render loop. A good developer can explain which fits your project and why.
Does a Three.js website hurt SEO?
Only if the words live inside the canvas. Keep headings and copy as real HTML, compress assets so the page loads fast, and give the 3D a fallback. Then search engines and AI assistants read the page normally while visitors get the scene.
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