Théo Marini · Systems engineer and technical builder

theom.fr

Engineering systems across cloud, immersive web, and low-level experiments.

Investigates technologies, builds prototypes and production-oriented systems, tests constraints, and documents trade-offs.

Positioning

Explore, design, build, test, and document working systems.

Théo Marini explores emerging technologies, builds working systems, tests their limits, and documents what creates real technical and operational value. Focus areas are backed by shipped work on this site; investigation domains are labeled as such.

Cloud & systems

Focus

Self-hosted delivery, SSR architecture, CI/CD, and reliability budgets for small-scale production sites.

  • Next.js SSR / SSG delivery
  • Docker + nginx reverse proxy
  • CI deploy and health checks
  • Performance and cost-aware hosting
Related evidence →

Immersive & low-level web

Focus

Client-side WebGL scenes, scroll-driven interaction, and WebGPU/WASM labs kept off the critical SEO path.

  • WebGL / React Three Fiber
  • GLSL dither fields
  • WebGPU experiments
  • Rust → WASM scaffolds
Related evidence →

Embedded & maker systems

Investigation

Hardware/software prototypes, sensors, and edge constraints — explored as engineering interest, not claimed production portfolio yet.

  • Microcontrollers
  • Sensors / IoT patterns
  • Edge constraints
  • Hardware/software loops
Related evidence →

Digital finance systems

Investigation

Fintech infrastructure patterns and financial automation — tracked as investigation, not as shipped client work on this site.

  • Payments infrastructure patterns
  • Financial automation
  • Data pipelines
  • Risk-aware design
Related evidence →

Selected work

Evidence over decoration.

Production systems, stable demos, and prototypes — labeled by maturity. No fabricated client case studies.

  • production · active

    theom.fr — SSR portfolio with immersive hero

    Sole designer/engineer — architecture, implementation, hosting, and content.

    Problem — Present engineering work with a distinctive immersive surface without making the site invisible to crawlers and answer engines.

    Outcome — Live site on Hetzner with SSR pages, JSON-LD, llms.txt, bidaily SEO audit pipeline, and progressive WebGL enhancement.

    • Next.js
    • TypeScript
    • R3F
    • Three.js
    • MDX
    • Docker
    • nginx
    View details →
  • experiment · stable demo

    Dither wave field

    Implementation of R3F canvas, adaptive DPR, reduced-motion fallback, and scroll coupling.

    Problem — Create a memorable visual field that remains optional for accessibility and does not block text LCP.

    Outcome — Stable dither shader experiment in the repo; homepage hero evolved to a procedural command-center storyboard (walkway / platform / curved HUD screen).

    • Three.js
    • R3F
    • GLSL
    • GSAP
    View details →
  • experiment · stable demo

    Command-center hero storyboard

    Architecture, procedural assets, quality profiles (mobile/desktop), bloom budget, reduced-motion poster.

    Problem — Deliver the cinematic storyboard (wide → approach → HUD → global map) without blocking SSR copy or requiring a Blender GLB on day one.

    Outcome — Live on homepage with mobile/desktop quality tiers, storyboard camera sampling, and WebGL/poster fallbacks.

    • Three.js
    • R3F
    • postprocessing
    • canvas textures
    View details →
  • experiment · stable demo

    WASM light engine (wgpu)

    Crate + wasm-pack artifacts + lab page WebGPU demo with honest maturity labeling.

    Problem — Separate systems-engine experiments from the design-critical Three.js hero so iteration does not break SEO delivery.

    Outcome — Live demo on /labs/wgpu-engine: WASM engine identity plus visitor-GPU WebGPU draw; reduced-motion and no-WebGPU fallbacks.

    • Rust
    • wasm-bindgen
    • WebGPU
    • WGSL
    View details →
All selected work →

Labs

An active engineering environment

Prototypes, benchmarks, rendering experiments, and Rust/WASM work that may not yet be production-ready — maturity labeled honestly.

  • Stable demo

    Dither wave field

    Testing — Whether a scroll- and pointer-driven dithered WebGL field can brand a portfolio without blocking LCP or accessibility.

    Why — Immersive differentiation must remain optional; crawlers and reduced-motion users still need the message.

    • Three.js
    • R3F
    • GLSL
    • GSAP
  • Stable demo

    WASM light engine (wgpu)

    Testing — A Rust→WASM control plane plus a minimal WebGPU draw path, isolated from the Three.js marketing hero.

    Why — Compute-oriented labs need a systems stack; hero design velocity should not depend on that stack.

    • Rust
    • wasm-bindgen
    • WebGPU
    • WGSL
  • Work in progress

    WebGPU particle field

    Testing — Compute-shader particle density and interaction cost on recent GPUs and phones.

    Why — Validates whether WebGPU compute is practical for portfolio-scale demos without remote streaming.

    • WebGPU
    • WGSL
Browse all labs →

Writing

Technical notes as evidence

Architecture decisions, SEO/GEO trade-offs, and engine comparisons — written to be citable.

Method

How the work moves.

  1. 01

    Explore

    Map the problem, constraints, technologies, and failure modes before committing to an architecture.

  2. 02

    Design

    Define interfaces, trade-offs, validation criteria, and what “good enough” means for the next iteration.

  3. 03

    Build

    Ship a working implementation — prototype or production-oriented — that can be exercised end-to-end.

  4. 04

    Test

    Measure performance, resilience, feasibility, and limits. Prefer observable outcomes over claims.

  5. 05

    Document

    Record decisions, failures, and next steps so the work can be reused, cited, or challenged.

About

Théo Marini

Systems engineer and technical builder based in Marseille, France. Builds and documents working systems at the intersection of self-hosted infrastructure, immersive web rendering, and Rust/WebAssembly labs.

Immersive web is a differentiator inside a broader systems practice: delivery, measurement, documentation, and honest experiment maturity.

Working on a complex system, technical prototype, or experimental product?

Conversations about architecture, prototypes, and constrained engineering problems are welcome.