Tesorra Racing
A racing team site you drive through on a road of dust – from drift to the starting grid.
2026 · concept · design, assets, code, deployment
In short
Problem
Racing team sites are usually news, a calendar and a store in a template. I wanted to see whether a site could give a sense of speed and driving before anyone reads the first sentence.
Solution
A fictional team with three disciplines: drift, formula and motorcycles. The home page is one ride along a winding road of dust, with a stop at each vehicle. Around it, driver pages, a helmet archive and a merch store.
My role
Everything: concept, brand and wordmark, art direction for the photos and products, graphics engine, frontend, deployment.
The challenge
Reach the level of the best particle sites: sharp, dense dust instead of haze, a smooth camera ride with no stutter while scrolling, and vehicles you can recognise rather than glowing blobs. On top of that, photos of people and products that look like real reportage, not like a generator.
Most interesting solutions
01A road of dust driven by scrolling
The camera rides along a curve through five stops: drift, formula, motorcycle, store and the starting grid. Between them it speeds up and banks into the bends, and it brakes at each vehicle. The colour of the road, the terrain and the bar shifts smoothly into each discipline's colour.
02Vehicles made of hundreds of thousands of particles
I turned 3D models into point clouds that the engine densifies on the GPU. Dense dust glows like light, and the cursor scatters it like sand that springs back into place with inertia. It all runs in a Web Worker, so scrolling stays smooth.
03A store in the same world
Products float in space above the dust, and changing the category changes the colour of the scene. On the drink's page, picking a flavour recolours the whole background. Keyboard and phone users get a list view.
04A paddock pass instead of a receipt
The basket is called BOX, and adding a product triggers a “Box, box” radio call. The test order ends with a paddock pass with a number and a barcode you can save. Nothing is charged or shipped.
Assets
I made the brand and every image myself: the wordmark as a vector, vehicle liveries in the Japanese drift style, drivers whose faces stay consistent in every shot, reportage from a night paddock, helmets with a story behind each paint job, and merch cut out for the floating store.

Start 
Moto 
Race start 
Team 
Helmet archive 
Menu
Technologies
Next.js · TypeScript · WebGL2 · Web Worker · Tailwind · Lenis · Zustand · Zod · Vitest · Playwright · Vercel
Numbers
- 98Lighthouse performance (desktop)
- 700kparticles in the scene
- 60 fpson a typical laptop
- 5stops along the road
- 3drivers with a helmet archive
- 16products in the store
- a custom particle engine without 3D libraries
What I learned
That the “wow” doesn't come from the number of particles but from how they are drawn and how the camera moves. Fewer but sharper, and one shared frame rhythm. And that a world of particles only comes alive when real people stand next to it: the drivers' photos did as much for this site as the engine.
