EVO·SPATIAL
Evo Spatial · A one-engineer studio · United Kingdom

The screen is
a window.

Move your pointer — or your head. The world behind this page rebuilds its perspective from your eye position, every single frame. I make apps that treat every screen as an opening into somewhere else.

See it move ↓

On a phone? Tap enable tilt below — the window follows your hands.

Descend
About Evo Spatial — in plain words

Hi — I'm Alex. By day I write industrial software; by night I build spatial apps under Evo Logix Systems. The trick behind everything on this page is called off-axis projection: the device watches where your eyes are and redraws the world so the screen stops being a picture and starts being a pane of glass. Three apps share that one engine.

01 / Nyx — the abyss Ships first

An aquarium
with no glass.

A living deep-sea tank that starts where your wall ends. Nyx watches your face — lean left and you genuinely see past the kelp. Your room's own lamplight falls into the water.

Capture incomingNyx · ambient loop
Real captures land here as Nyx ships — first look on YouTube · tap to preview
For the curious — full specs
PARALLAXARFoundation face tracking · 60 fps
LIGHTINGReal-world light estimation → water tint
MODEAmbient by design — zero-UI idle state
ROLEPipeline validator · first out of the studio
02 / Teo — the temple In production

Roll the sphere
home.

A sentient sphere fell out of the sky near Teotihuacan. Ten dream-worlds of temple mazes, steered by tilting your phone. The maze in this chamber is live — move, and the ball threads the corridors.

Capture incomingTeo · World 1 gameplay
World 1 — The Ancient Temple. Gameplay drops on YouTube · tap to preview
For the curious — full specs
INPUTTilt-to-roll physics · gravity-referenced tilt compensation
STAGEKooima diorama parallax · oblique frustums
WORLDSTen — Entrance Hall → Nibiru
OBJECTIVECollect the scarabs · survive the traps · reach the sky
03 / Ora — the companion In design

It looks
back.

A desk companion that finds your eyes and keeps them — a face, a voice and a memory, living just behind your screen. The one in this chamber is already watching you.

Capture incomingOra · avatar session
Live avatar sessions land here — voice, gaze and all · tap to preview
For the curious — full specs
GAZEFace-tracked eye contact · independent eye rig
VOICESTT → LLM → TTS loop
FACE52 ARKit blendshapes
PIPELINEAvaturn → Blender → Unity
04 / EvoCore — the engine

One projection,
three worlds.

EvoCore is the shared engine — one projection trick behind all three apps, in Unity for the phones and ported to WebGL for this page. The diagram floating around you isn't an illustration; it's the live math, and you're the pe in it.

Open the math — Kooima (2008)
// generalized perspective projection — Kooima (2008) d = −(pa − pe) · vn l = (vr·va)·n/d r = (vr·vb)·n/d b = (vu·va)·n/d t = (vu·vc)·n/d P′ = P · Mᵀ · T(−pe) // M = I for a screen-aligned window
PROJECTIONOff-axis · oblique frustums for angled panels
TRACKINGARFoundation front-camera face tracking
STABILITYGravity-referenced tilt compensation
LIGHTReal-world estimation — scenes lit by your room
STACKUnity · C# · URP · iOS + Android
05 / Signal · Built in public

Watch it
happen.

Three apps, one engineer, no standups — just me, a compiler and a camera. Every frustum, every failed build, every shipped world gets posted as it lands. Come watch over my shoulder.

— Alex, Evo Spatial