Motion Graphics Engineering
Motion, engineered like software.
motions-lab is a motion-graphics production framework built the way software is built: one shared core package, a device contract every effect implements, and a research sprint of 34 production tracks — kinetic typography, 3D scenes, data-viz, HUDs, rotoscope, physics simulation — each one rendered, measured, and given a verdict, failures included.
The framework, in numbers
| Core package | @motions-lab/core v0.1.0Look, assets (vendored three.js + GSAP), devices, measurement, and audio in one package |
|---|---|
| Devices in the core | 31Every device under one contract; 50 registered in the device library |
| Production tracks | 34 / 34 measured6 ADOPT · 28 ADAPT — each track's verdict recorded in its own files |
| Full sweep | 106 samples — 91 ALL PASSThe 15 failures are documented gate failures, exactly as the tracks' own verdicts recorded them |
| Hand-written device code | 36,151 linesForked per-track copies collapsed into the single core — 168 replaced files kept in git as evidence |
One honest caveat, carried in the framework's own records: every measurement was taken on a GTX 1080 Ti. Treat the figures as same-hardware regression numbers, not portable performance claims.
The consumer proof
The test of a framework is whether someone can build with it cold. Three new scenes — an iso-diorama, a data-viz piece, and a FUI HUD — were composed from the package alone, with no per-track staging scripts. All three pass the house audit, and they are cut together into this 18-second reel:
The homepage of this site is one of the same systems: a WebGL particle cortex with a spring-driven camera, chapter by chapter. Motion here is never decoration — it is engineered, measured, and kept to the same standard as the models.