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SELECTED WORK/20/IMMERSIVE EXPERIENCE

Hasan Zone

A 3D gallery you fly through — an artist's whole catalogue as a place, not a playlist.

Project
Immersive experience
Year
2026
Our focus
Immersive 3D webAudioInteraction design

How do you turn an artist's catalogue into an immersive experience instead of a playlist?

Build it as a place. Hasan Zone is a 3D art gallery where fans fly through rooms of an artist's songs at their own pace and interact with the world, with audio designed in throughout, 111 songs across 7 rooms, live on the web with nothing to install.

Hasan Zone — a 3D interactive music gallery of Hasan Raheem's catalogue
Hasan Zone · hasanzone.nestonex.com

01 /What makes it a gallery and not a website?

It is spatial. Instead of a page of links, the catalogue is arranged as rooms a visitor moves through, exploring the songs as a world rather than reading them as a list.

That framing changes how long people stay and how the music lands. A gallery is somewhere you wander; a tracklist is something you skim.

02 /What is the vinyl chamber?

One room is a text-free, scroll-driven vinyl experience: the record slides out of its sleeve and settles onto the turntable at its exact size, then spins and plays. The hand-off from animation to artwork is pixel-matched so the record never pops or jumps.

Tapping the cover plays the whole moment with foley and the song leading in; grabbing the scroll takes over instantly, so it can be watched or scrubbed by hand.

03 /How does it perform on the open web?

It runs in the browser with nothing to install and is built to be experienced with headphones, sound on. Motion respects reduced-motion preferences, resolving to a settled frame rather than forcing the animation on anyone.

The result is a link you can share that behaves like an experience, not a download.

04 /What constrains a 3D experience in a browser?

Three things, and they pull against each other. The download budget, because every texture and model is fetched before the world is usable and a visitor who arrived from a link will not wait. The frame budget, because the experience has to hold a steady frame rate on a mid-range phone, not only on the machine it was built on. And the memory ceiling, which on mobile is where an ambitious scene stops being slow and starts crashing the tab.

Those constraints drive the design rather than being discovered after it. Rooms are separated so assets load progressively instead of all at once, textures are sized for the distance they are actually seen from, and the geometry budget is spent where a visitor looks rather than spread evenly across a scene.

We do not publish performance scores for this project, because a number measured on one device says very little about the phone a fan actually opens it on. What matters is that the experience was built to a budget rather than optimised toward one afterwards.

05 /Where does the audio fit?

It is designed in from the first frame rather than layered on at the end. The foley, the lead-in and the music are part of the composition, which is why the experience is built headphones-first and says so.

That creates its own constraint: browsers will not play sound until a visitor interacts, so the experience has to be legible in silence and then reward the moment sound is switched on. An experience that only makes sense with audio has already lost the visitor who arrives muted, which is most of them.

06 /When is this the wrong thing to build?

When there is nothing to move through. An immersive world earns its cost where there is a catalogue, an archive or a story with enough substance to explore; a single release usually does not have that, and a well-made page will serve it better and sooner.

It is also the wrong choice when the objective is discovery through search. This is a destination you send people to, not one they stumble into — the traffic comes from the artist's own channels and from being worth sharing.

We would rather say that before a proposal than after one. Where an immersive layer does fit, it works best on top of a platform that gives the attention somewhere to land: Awaaz is that platform, and Hasan Zone is what can sit on top of it.

07 /What we delivered

  • 3D, explorable gallery of the catalogue
  • Room-by-room world with fan interaction
  • Scroll-driven, size-matched vinyl chamber
  • Audio-synced, headphones-first experience

08 /The outcome

A live interactive music world at hasanzone.nestonex.com, 111 songs across 7 rooms, explored at the visitor's own pace, built around Hasan Raheem's catalogue.

09 /Build at a glance

What it is3D interactive music gallery
Scale111 songs across 7 rooms
InteractionExplore at your own pace, fan interaction
Signature momentScroll-driven, size-matched vinyl chamber
AudioDesigned foley and music, headphones-first
DeliveryIn-browser, nothing to install
Live athasanzone.nestonex.com
View live project
COMMON QUESTIONS

Questions people actually ask

What is a 3D music gallery?

An immersive web experience where an artist's catalogue is arranged as explorable rooms rather than a list. In Hasan Zone, fans move through 7 rooms of songs at their own pace, interacting with the world, with audio designed throughout, all in the browser.

Do you need an app to experience Hasan Zone?

No. It runs entirely in the browser at hasanzone.nestonex.com with nothing to install, and is best experienced with headphones and sound on. It also respects reduced-motion settings for anyone who prefers less movement.

Can Nestonex build a 3D experience for our music or brand?

Yes. Hasan Zone is an example of the alive experiences Nestonex builds through Awaaz: immersive, interactive worlds around a catalogue, a release or a brand, delivered on the open web rather than as an app.

THE WORK BEHIND IT

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THE THINKING BEHIND IT

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THE VOCABULARY

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