# Anish Wijesinghe

Forward-Deployed Product Engineer

[Source: homepage](https://anishwij.com/)

I’m a forward-deployed product engineer. I work directly with teams to understand their problems, shape the product, and build it from discovery through production. I came to software through 3D animation and game design. What began with tools and tutorials for other creators grew into [Motion Miracles](https://www.motionmiracles.com/), a studio I founded and led. We developed games published by Voodoo and interactive experiences for UNDP.

Today, through [Mandala Works](https://mandala.build/), I’m back to the work I love most, working with teams to shape and build products I believe in.

### WWJD? / Christspiracy

Case Studies · 2026

I built the streaming, subscription, and donation platform, working directly with Ahimsa Foundation and the filmmakers behind Seaspiracy.

+91% full-film views per visitor

[Read the post](https://anishwij.com/blog/wwjdfilm)

## Selected highlights

### 200K+ platform users

Led product strategy and rebuilt a streaming and payment platform. Full-film views per visitor rose 91% and recurring payment revenue per visitor reached 2.65× baseline.

### 40+ people led

Founded and grew a game and animation studio across 10 countries. One game passed 1M downloads in its first week and reached 200K peak daily active users.

### 350K+ creator-tool downloads

Created animation tools and assets distributed across 70+ countries. Animation and tutorial channels I created or led reached 100K+ combined YouTube subscriptions.

## About

### Approach

My background in animation and games shapes how I think about an experience. Founding studios taught me to connect creative ambition with commercial decisions.

I work directly with founders and teams, using prototypes to make ideas concrete and agree on what to build. I stay with the work through engineering, launch, and what we learn from people using it.

### Areas of focus

#### Product Strategy & Leadership

Shaping product direction with founders and stakeholders, connecting business goals to scope, technical decisions, and team delivery.

#### Platforms & Data

Building the systems behind live products, from identity and payments to data pipelines, reconciliation, and analytics that teams can use to make decisions.

#### Creative Technology

Combining animation, interaction design, and real-time 3D to build expressive experiences, explore ideas, and create tools for others.

#### AI & Agent Systems

Designing agent workflows and connecting tools, data, and context to support development, testing, review, and delivery.

### Technologies

TypeScript, React, Next.js, Tailwind CSS, shadcn/ui, Motion, Three.js, React Three Fiber, WebGPU, Figma, Blender, PostgreSQL, Neon, Upstash, Convex, PostHog, Vercel, GitHub, Linear, Clerk, Vitest, Playwright

## The long story

When I was seven, I worked out how to throw a paper ball over the school building.

We played high catches in the playground, but crumpled paper never travelled far enough. I
tried wetting tissue, squeezing the water out, and wrapping it tightly in clear tape. It
felt almost like leather. Other kids wanted one, so I started selling them, then spent the
money on popsicles for those same kids and my brother.

I ran a little origami shop in my bedroom too. Whenever relatives came over, I invited
them in to buy something.

### Between the court and the computer

I started playing tennis at seven, too, hitting against our garage wall when nobody was
around to play. By ten, I had won a national title in my age group.

We were also living through Sri Lanka’s civil war. I remember waiting downstairs with
every light off when we heard planes overhead, so we wouldn’t draw fire. The war was why
we were sent to the US.

In Florida, my parents supported my training at the Bollettieri Tennis Academy, where I
became the under-12 champion. I wanted to play professionally.

[Young Anish looking up from a tennis court with his racket bag](https://anishwij.com/media/about/early-tennis-match.webp) — After an early tennis match.

Away from the court, I played Minecraft with friends. I got interested in Roman
architecture. About three months later, I had a Colosseum in Minecraft.

[The arches of a Colosseum recreated in Minecraft blocks](https://anishwij.com/media/about/minecraft-colosseum.webp) — My Minecraft Colosseum.

We later moved to France. At thirteen, I was training in Paris for around five hours a
day, fitting online school around it, and learning French.

Then I saw Revenge, a CaptainSparklez Minecraft animation. When I was little, I’d spent
hours making up stories with my Bionicles. I’d thought animation was something movie
studios made. Could I now bring the stories in my head to life myself, in Minecraft?

The animation that started it all

Video: [Revenge — CaptainSparklez’s Minecraft music video](https://www.youtube.com/watch?v=cPJUBQd-PNM) — Revenge, CaptainSparklez’s Minecraft music video.

Between tennis sessions, I taught myself Cinema 4D on the MacBook my parents had bought
me. The laptop struggled with animation. Sometimes I’d move an object and wait several
seconds for the screen to update. But I loved making animations enough to put up with the
waiting.

Working around that laptop pushed me to find ways to animate faster. Around fourteen, I
began sharing what I learned on my Anishwij channel, recording tutorials and making
character rigs to help animators pose and move their characters. The tools I needed turned
out to be useful to other people too.

The early rigs were free; later versions became products. In 2013, I used the earnings to
buy an iMac that could handle the animations I wanted to make.

[The iMac on my desk, with its keyboard and trackpad](https://anishwij.com/media/about/first-imac-2013.webp) — The iMac I bought with my creator earnings in 2013.

See what the character rigs grew into

Video: [Anishwij Minecraft Rig Template Version 9 — presentation](https://www.youtube.com/watch?v=x6OksPrZqKI) — A later version of the rig, demonstrated in Cinema 4D.

By the time I finished school, my creative work had become a business. I wasn’t sure I
wanted to go to university, but I still wanted to keep the tennis route open. I returned
to Bollettieri to pursue places and scholarships at Division I universities. UC Davis was
one of my options.

I deferred university and went back to France for one last attempt at professional tennis,
but persistent injuries made it too difficult to continue. Letting go of tennis took time.
My family and I had built much of our lives around it. Eventually, I decided to give my
creative work my full attention.

### Building bigger things

Animation let me bring the stories in my head to life. I wanted to take that further: let
people step into those worlds and make choices that shaped their own stories. That was
what drew me to game development.

The projects I had in mind were bigger than I could build alone. I returned to Sri Lanka
to start Motion Miracles. My family was there, and I believed in the country’s creative
potential. I wanted to help show what we could make.

There wasn’t an established talent pool locally for the games and animation we wanted to
make. I drew on the years I’d spent making tutorials to build a curriculum for the team,
with recorded lessons and projects they could work through. Training became part of
joining the studio, helping people progress from learning the tools to working on
productions.

[Five members of the early Motion Miracles team standing together outdoors](https://anishwij.com/media/about/motion-miracles-first-team-2017.webp) — The early Motion Miracles team, 2017.

I also began visiting schools to share animation and storytelling. Homeschooling had given
me room to follow my interests, and I wanted more students to have that opportunity. I
helped schools introduce my project-based curriculum, and later worked with universities
in Sri Lanka too.

[Anish sharing a book with students during a school visit](https://anishwij.com/media/about/sharing-animation-at-school-2017.webp) — Sharing creative work with students, 2017.

I’d been teaching myself guitar, experimenting with playing it flat on my lap. I wondered
why we treated learning an instrument so differently from learning to type. In 2017, I
took that question, and my guitar, to TEDxColombo.

Video: [Breaking Society’s Limitations — Anish Wijesinghe at TEDxColombo](https://www.youtube.com/watch?v=csJfc0Q6mM4) — Breaking Society’s Limitations at TEDxColombo, 2017.

After a school visit, I wanted students to be able to keep following what I was learning
and building. I began vlogging the work, but making the vlog was becoming a project of its
own. That led to Wibble: an app for capturing and editing clips throughout the day, so a
vlog would be ready by the evening. I wanted sharing the work to fit around making it. We
got the app into the hands of a few hundred users.

See Wibble in action

Video: [Wibble — app walkthrough](https://www.youtube.com/watch?v=L_MNZ9wK8cw) — A walkthrough of Wibble’s recording and editing experience.

As Motion Miracles grew, we established a base in Singapore and worked with artists and
developers around the world. In 2020, our game Tie N’ Dye passed a million downloads in
its first week. I later travelled to the US and raised capital for the projects we wanted
to build next.

Across Anishwij and the studio’s channels, our animations and tutorials have since been
watched more than ten million times.

A few moments from Motion Miracles

[Anish speaking to a seated group at a game jam](https://anishwij.com/media/about/motion-miracles-game-jam-2018.webp) — Hosting a game jam, 2018.

[The Motion Miracles team gathered for a group photograph](https://anishwij.com/media/about/motion-miracles-team-2020.webp) — The Motion Miracles team, 2020.

### Learning to build for the web

Around 2022, I had to step away from work to attend to personal matters. I spent much of
that time on my own.

At Motion Miracles, I’d led the creative direction on a UNDP survey that our team built
with Three.js, bringing animation and game design into the experience. In 2024, I began
learning the tool myself.

I was a huge Pokémon fan. Could I make a version to play with friends just by sharing a
link? I started building it to find out.

See Pokémon Playroom in motion

Video: [Pokémon Playroom — demo shared by Three.js](https://anishwij.com/media/notes/pokemon-threejs-repost.mp4) — A later demo, shared by Three.js.

Video: [Pokémon Playroom — character selection and battle transition](https://anishwij.com/media/blog/experiments/pokemon-playroom/interface-animation.mp4) — Choosing a Pokémon and entering a battle.

I was back to making a world I wanted to play in, much as I had in Minecraft. This time, I
could bring animation and code together to make it work.

As I gradually took on work again, I used what I was learning to build an [interactive comic for the Museum of Religious Freedom](https://anishwij.com/blog/morf-comic). I launched it in 2024, the first web experience I’d taken from design to a finished build on my own.

### More to explore

By 2025, I was building full-time again. I’m more careful about what I take on now, and
about finding a pace I can sustain.

Today, through [Mandala Works](https://mandala.build/){.underline.decoration-muted-foreground/50.underline-offset-4.transition-colors.hover:decoration-foreground}, I work with teams to shape and build products I believe in. That’s included leading the rebuild of the streaming platform for [WWJD?](https://anishwij.com/blog/wwjdfilm), working with the filmmakers behind *Seaspiracy*.

AI has brought back a familiar question: could I make that? I’ve always learned by trying
to build something. These tools make me want to take another look at ideas that once felt
out of reach.

I still love seeing something I’ve imagined become something other people can use or play
with. I’m glad I get to keep doing that, and to share what I learn along the way.

## Selected posts

### Pokémon Playroom: exploring React as a game engine

Experiments · January 15, 2025

Expressive animation, accessible controls, and multiplayer, built from familiar web patterns.

[Read the post](https://anishwij.com/blog/pokemon-playroom)

### WWJD? - Rebuilt the documentary platform.

Case Studies · 2026

Full-film views per visitor rose 91% after an end-to-end rebuild of the viewing and donation journey.

2.65x recurring revenue per visitor

[Read the post](https://anishwij.com/blog/wwjdfilm)

### Gamified Social Impact Survey for UNDP

Case Studies · 2022

A multilingual UNDP research survey shaped into a web-native interactive experience, using familiar form controls, Three.js feedback, and personalized result assets to make abstract social questions easier to move through.

[Read the post](https://anishwij.com/blog/undp-survey)

## Experience

### Mandala Works

Forward-Deployed Product Engineer · 2024–Present

Independent product strategy, engineering, and creative technology for client teams.

[Mandala Works](https://mandala.build/)

#### WWJD? / Christspiracy

2025–2026

Rebuilt the film platform. Recurring revenue per visitor reached 2.65× baseline.

WWJD?, formerly Christspiracy, is an independent documentary from the creators of Seaspiracy, Cowspiracy, and What the Health. Seaspiracy reached No. 1 on Netflix in multiple countries.

I owned product strategy and built the platform across streaming, identity, access, payments, and attribution for both brands. Visitors saw the viewing offer before sign-in or donation requests.

Following release, recurring payment revenue per visitor reached 2.65× baseline and full-film views per visitor rose 91%.

[WWJD filmmakers and a lamb beside a 98% Rotten Tomatoes rating and a No. 1 Netflix callout for Seaspiracy.](https://anishwij.com/media/blog/case-studies/wwjd-strategic-growth-work/wwjd-film-campaign-header-split.webp)

[Read the case study](https://anishwij.com/blog/wwjdfilm)

#### TWC Holdings

2024

Complete digital identity for an advisory team with $2B+ in closed PPP transactions.

I owned the complete digital identity and website, from discovery and positioning through design, development, launch, and handoff.

The site presents the advisory team’s expertise and track record: $2B+ in financially closed public-private partnerships across 10+ countries.

[TWC Holdings homepage showing its identity, navigation, and advisory services](https://anishwij.com/media/experience/twc-website.png)

[Visit the website](https://www.twc-holdings.com/)

### Motion Miracles

Founder & CEO · 2017–2024

Founded and grew a game and interactive-media studio to 40+ people across 10 countries.

[Motion Miracles](https://www.motionmiracles.com/)

#### Tie N’ Dye — Mobile Gaming

2020

1M downloads in its first week. 200K peak daily active users.

Tie N’ Dye, published by Voodoo, passed 1M downloads in its first week, ranked No. 4 on the U.S. App Store, and reached 200K peak daily active users.

I built the team behind it and secured and managed exclusive development contracts with Voodoo, Supersonic, and Lion Studios. Our dedicated teams developed 100+ mobile games and prototypes, testing concepts against advertising performance and player retention.

[Tie N’ Dye mobile game artwork](https://anishwij.com/media/blog/case-studies/tie-n-dye/thumbnail.jpg)

[Read on Motion Miracles](https://www.motionmiracles.com/post/tie-n-dye)

#### Aiyo Alice

2021

Sri Lanka’s first mobile game for social change, reaching players in 122 countries.

I led creative and technical delivery of Aiyo Alice for MinorMatters, an NCEASL initiative, with UNDP support. Ten mini-games took players across Sri Lanka to explore racism, bullying, and hate speech.

The game reached No. 1 in Sri Lanka and nearly 12K downloads across 122 countries in about ten weeks.

[Aiyo Alice characters and mobile game artwork](https://anishwij.com/media/blog/case-studies/aiyo-alice/thumbnail.jpg)

[Read on Motion Miracles](https://www.motionmiracles.com/post/aiyo-alice)

#### Rumble Worlds

2021–2022

Product and creative direction for an MMO involving 80+ partner projects.

I owned product, game, and creative direction for a Solana MMO in development, leading around 15 people at Motion Miracles, its main development studio.

I coordinated 80+ partner projects signed for onboarding. Two project environments received Sketchfab Staff Picks.

[Rumble Worlds multiplayer world artwork](https://anishwij.com/media/blog/case-studies/rumble-worlds/thumbnail.jpg)

[Read on Motion Miracles](https://www.motionmiracles.com/post/rumble-worlds-metaverse-game)

#### Team Miracles & Motion Miracles — Animation & Community

2017–2024

95K+ channel subscriptions. 7.8M+ lifetime views.

I built and led two connected channels: Motion Miracles for original and client animation; Team Miracles for Blender tutorials and production breakdowns across 2D and 3D.

Team Miracles grew into a leading Blender community and a training and recruiting pipeline for the studio.

[Team Miracles Blender animation tutorial artwork](https://anishwij.com/media/experience/team-miracles.jpg)

[Visit Team Miracles](https://www.youtube.com/@TeamMiracles)

[Visit Motion Miracles](https://www.youtube.com/@MotionMiracles)

#### UNDP Social Impact Survey

2022

40+ research questions made interactive across four languages.

Using UNDP’s research, I led product and creative delivery of an interactive survey spanning 40+ questions in four languages.

I designed interactions and 3D prototypes, using character distance to express closeness. The survey worked on mobile and desktop, with personal results and resources.

[Characters from the UNDP interactive social-impact survey](https://anishwij.com/media/blog/case-studies/undp-survey/thumbnail.jpg)

[Read the case study](https://anishwij.com/blog/undp-survey)

### Anishwij

Creator & Digital Product Builder · 2011–2017

Built an animation and tools business for Minecraft creators, starting in my early teens.

[Anishwij](https://www.youtube.com/@anishwij)

#### Anishwij — Animation & Education

2011–2017

24K+ subscribers. 3.5M+ lifetime views.

At fourteen, I found few Cinema 4D tutorials for Minecraft animators, so I began publishing my own animations and teaching the techniques behind them.

The channel grew to 24K+ subscribers and 3.5M+ lifetime views.

[Anishwij Cinema 4D Minecraft animation tutorial](https://anishwij.com/media/blog/case-studies/anishwij/cinema-4d-tutorials.jpg)

[Visit the channel](https://www.youtube.com/@anishwij)

#### Anishwij Rig & Creator Tools

2011–2017

350K+ product downloads across 70+ countries.

I turned recurring production problems into reusable rigs, maps, assets, and scene tools for other creators.

Minecraft Rig Template V9 became the flagship in a collection that reached 350K+ downloads across 70+ countries.

[Anishwij Minecraft Rig version 9 character tools](https://anishwij.com/media/blog/case-studies/anishwij/minecraft-rig-template-v9.jpg)

[Watch the rig presentation](https://www.youtube.com/watch?v=x6OksPrZqKI)

## Notes & Bits

### A few Three.js moments I’m proud of

Jul 2025

[Reposted by Three.js](https://x.com/genshian_m/status/1943192305457827928)

[Pokémon demo reposted by Three.js](https://anishwij.com/media/notes/pokemon-threejs-repost.mp4)

[Play the Pokémon demo](https://labs.anishwij.com/pokemon-playroom)

[Bruno Simon (@bruno_simon)](https://x.com/bruno_simon/status/1943216621423607876) — Jul 10, 2025

This looks great. …

Three.js reposted my Pokémon project, and Bruno Simon left a comment. I follow their work, so seeing them notice mine felt pretty special.

[Playroom (@joinplayroom)](https://x.com/joinplayroom/status/1787617052506882188) — May 6, 2024

oh this looks fire!! 🔥

[Wawa Sensei (@wawasensei)](https://x.com/wawasensei/status/1943193060114075833) — Jul 10, 2025

Crazy to see the progression of your project 🔥
Keep doing, its incredible 😻

#### Pet a cow. Contribute to Three.js.

I wanted to pet a virtual cow. Getting the hand to move naturally led to a contribution to Three.js. When its creator, Mr.doob, left a heart on the PR, it gave me a bigger boost than I expected. 🐄

[mrdoob / three.js: CCDIKSolver: Add blendFactor support #30415](https://github.com/mrdoob/three.js/pull/30415)

Merged Jan 31, 2025. Mr.doob reacted with a heart.

The hand needed to follow an animation and reach toward the cow. I added a blend factor to Three.js’s CCDIKSolver so I could ease between the animated pose and inverse kinematics, instead of switching abruptly. The clip below is the demo from the PR.

[Blending hand animation with inverse kinematics](https://anishwij.com/media/notes/threejs-ik-blending.mp4)

[Pet a cow](https://labs.anishwij.com/cow-petting?embed=1) — An interactive cow scene exploring hand animation and inverse kinematics while petting the animal.

### Sharing tutorials, tools, and animations

135K+ subscribers; 13M+ views (2026-09-12).

I started sharing what I was making on YouTube, from Minecraft rigs and animations to guitar lessons. Later, we opened up our studio’s process through Team Miracles.

[Anishwij (@anishwij)](https://www.youtube.com/@anishwij)

24.1K subscribers (2026-09-12).

[The blocky characters and expressive faces of Minecraft Rig Template V9](https://anishwij.com/media/blog/case-studies/anishwij/minecraft-rig-template-v9.jpg)

Minecraft Rig Template V9 — 229K views.

I made Minecraft rigs so other people could animate with them too. V9 was the most advanced rig I’d built, and the version people downloaded and bought the most. I made tutorials to help them get started with it.

Watch the V9 rig presentation

[Cinema 4D - Minecraft Rig Template Version 9 (Presentation)](https://www.youtube.com/watch?v=x6OksPrZqKI)

#### Gladiator

Gladiator was my first attempt at a longer animation. I didn’t expect a Minecraft fight in an arena to reach three million views. It became my first viral video.

[Motion Miracles (@MotionMiracles)](https://www.youtube.com/@MotionMiracles)

36.8K subscribers (2026-09-12).

[Gladiator, the Minecraft fight animation on Motion Miracles](https://anishwij.com/media/notes/community/gladiator.jpg)

Gladiator — Minecraft Fight Animation — 3.1M views.

Watch Gladiator

[Gladiator - Minecraft Fight Animation](https://www.youtube.com/watch?v=qocZs9VA42Q)

#### Making Hairmageddon together

At Team Miracles, we shared how we made things at the studio, from tutorials and project files to production breakdowns. Hairmageddon was a chance for our 2D and 3D departments to make a film together and get to know how each other worked. In this breakdown, Shenuka and Ashwitha show how they combined 2D and 3D in the bathroom scene.

[Team Miracles (@TeamMiracles)](https://www.youtube.com/@TeamMiracles)

58.7K subscribers (2026-09-12).

[The 2D and 3D bathroom scene from the Hairmageddon breakdown](https://anishwij.com/media/notes/community/hairmageddon-breakdown.jpg)

Making Hairmageddon in 2D and 3D — 410K views.

Watch the Hairmageddon breakdown

[How We Animated a 2D + 3D scene in Blender!](https://www.youtube.com/watch?v=ninu1gRHmyY)

#### Teaching Gratitude on guitar

I also filmed a guitar lesson breaking down Amin Toofani’s Gratitude. That tutorial has been watched over 1.7 million times. I’m still surprised that so many people wanted to learn it.

[Anish Wijesinghe (@anish.wijesinghe)](https://www.youtube.com/@anish.wijesinghe)

15.6K subscribers (2026-09-12).

[My guitar tutorial breaking down Amin Toofani’s Gratitude](https://anishwij.com/media/notes/community/gratitude.jpg)

Gratitude — Guitar Tutorial — 1.7M views.

Watch the Gratitude guitar tutorial

[Amin Toofani - Gratitude Tutorial (Correct Technique)](https://www.youtube.com/watch?v=FFlNKz__sW8)

### Tech that inspires me

[React Three Fiber](https://r3f.docs.pmnd.rs/) — Showed me what deep knowledge of React can make possible: [Three.js](https://threejs.org/) scenes built from components. [Koota](https://github.com/pmndrs/koota) has me exploring the same team's approach to state.

[shadcn/ui](https://ui.shadcn.com/) — Opened my eyes to composability and how much a restrained abstraction can do.

[PostHog](https://posthog.com/) — My go-to for instrumentation. Exploring its connected features has taught me so much about product analytics and business intelligence. There's always more I want to try.

[Neon](https://neon.com/) — Database branching changed how I think about CI/CD. The database can move with the code.

[Payload CMS](https://payloadcms.com/) — Opened my eyes to infrastructure as code, with a system I can extend and deploy from my own codebase.

[Bun](https://bun.com/) — I admire how a small team keeps finding room to improve tools we take for granted. Their pace makes me rethink what a few strong engineers can build.

[Drizzle](https://orm.drizzle.team/) — I moved from Prisma to Drizzle for the explicitness: strong types without hiding the database.

[Hex](https://hex.tech/) — Their website inspired this portfolio's design. I love the care they put into data, and keep looking for reasons to use the product more.

[Linear](https://linear.app/method) — My go-to for managing work. I admire its opinionated approach and how it connects planning with CI/CD.

[Tailscale](https://tailscale.com/) — Paired with [Portless](https://github.com/vercel-labs/portless), it changed how I manage remote work with Codex and Claude. I rely on both every day.

[Rive](https://rive.app/) — So much animation and interaction in such small files. That still amazes me.

[Verge3D](https://www.soft8soft.com/verge3d/) — Visual programming took me from [Blender](https://www.blender.org/) into web 3D, before I moved to writing scenes in code.

[Legend State](https://legendapp.com/open-source/state/) — Made observer patterns click for me.

### What shaped how I build

[Lee Robinson](https://leerob.com/) — My go-to for making sense of changes in the industry, approaching problems and communicating clearly.

[Ilkka Paananen](https://supercell.com/en/ilkkas-long-texts/) — Supercell was a major inspiration for the kind of company I wanted to build and how I wanted its teams to work.

[Shruti Kapoor](https://shrutikapoor.dev/) — Her openness about the emotional challenges of engineering resonated with me. Her mentorship helped me find my footing.

I turned to these books while figuring out how I wanted to lead.

[Creativity, Inc.](https://www.amy-wallace.com/creativity-inc) — Ed Catmull with Amy Wallace

[Trillion Dollar Coach](https://www.harpercollins.com/products/trillion-dollar-coach-eric-schmidtjonathan-rosenbergalan-eagle) — Eric Schmidt, Jonathan Rosenberg and Alan Eagle

[Work Rules!](https://www.hachettebookgroup.com/titles/laszlo-bock/work-rules/9781455554812/) — Laszlo Bock

I also spent a lot of time watching [Y Combinator](https://www.ycombinator.com/library) and [Slidebean](https://slidebean.com/), exploring the founder side of building products.

[Paul Henschel](https://github.com/drcmda) makes me look at familiar tools differently. His story behind React Three Fiber showed me how deeply understanding a tool can lead to unexpected ideas, like bringing React's composability to Three.js. I see that same creative thinking across the [Poimandres](https://pmnd.rs/) team.

I looked to [Josh W. Comeau](https://www.joshwcomeau.com/)'s playful site and interactive blog posts as references for what I wanted this portfolio to feel like.

[Jay Meistrich](https://github.com/jmeistrich)'s work on Legend State made observer patterns click for me. I follow him for his product thinking as much as his approach to engineering.

#### Keeping up

I follow [Theo](https://t3.gg/), [Ben Davis](https://www.youtube.com/@bmdavis419), [ThePrimeagen](https://www.youtube.com/ThePrimeagen) and [Forrest Knight](https://www.youtube.com/fknight) to stay current with new technology and hear their perspectives on what's happening in the industry.

#### Learning from their work

[Josh Tried Coding](https://www.youtube.com/@joshtriedcoding) and [Jan Marshal](https://github.com/ski043) helped me get started building for the web. [Web Dev Simplified](https://webdevsimplified.com/) helped me get comfortable with more complex Next.js patterns.

[Bruno Simon](https://bruno-simon.com/) first inspired me to explore Three.js, and [Wawa Sensei](https://wawasensei.dev/) got me into React Three Fiber.

I'm learning more advanced approaches to 3D graphics from [Dan Greenheck](https://www.youtube.com/@dangreenheck).

### Rumble Worlds on Sketchfab

Two environments we created at Motion Miracles for Rumble Worlds received Sketchfab Staff Picks.

[Fantasy Environment](https://labs.anishwij.com/unlisted/rumble-whale) — An explorable 3D environment from Rumble Worlds featuring floating forest islands and a crowned whale.

[View on Sketchfab](https://sketchfab.com/3d-models/fantasy-environment-lowpoly-a2b48441b99e4788b33879d822f746ea) — Staff Pick

[Game Home Center](https://labs.anishwij.com/unlisted/rumble-retro) — An explorable 3D environment from Rumble Worlds featuring a retro game centre and neon city.

[View on Sketchfab](https://sketchfab.com/3d-models/game-home-center-d681eb1b75a54d579025f89d95adb7dd) — Staff Pick

### Questioning limits at TEDxColombo

July 2016

[TEDxColombo – Breaking Society’s Limitations](https://www.youtube.com/watch?v=csJfc0Q6mM4)

I spoke about curiosity, homeschooling, and questioning the limits adults place on what children can achieve.

### A few memories from my tennis years

[Playing a forehand in a red shirt at the Sri Lanka nationals](https://anishwij.com/media/notes/tennis/nationals-forehand-2013.jpg)

[Sunday Times](https://www.sundaytimes.lk/130825/sports/young-stars-light-up-tennis-court-59043.html)

Tennis took me from Sri Lanka to full-time training in Florida and France. I won the Sri Lanka U16 national title in 2013, reached an ITF final in Colombo, and appeared on French TV alongside Olympic gold medallist Yannick Agnel.

#### An ITF final back home

I reached an ITF junior singles final in Colombo, back home in Sri Lanka.

[With the other finalist after the ITF junior singles final in Colombo, wearing the silver medal](https://anishwij.com/media/notes/tennis/itf-final-colombo.jpg)

#### Returning to IMG and winning the Men’s Open

I returned to Nick Bollettieri’s IMG Academy, where I’d trained as a child, and won the Men’s Open at its Masters tournament in 2016.

[My IMG Tennis Masters trophy, engraved Men’s Open Champion 2016](https://anishwij.com/media/notes/tennis/img-masters-2016.jpg)

Men’s Open Champion, IMG Tennis Masters, 2016.

#### On French TV with an Olympic champion

While training at the Players Tennis Academy near Paris, I appeared on French television alongside Olympic gold medallist Yannick Agnel. RMC Sport featured us in a segment about combining sport and school.

[With the Acadomia group and Yannick Agnel during the French television feature](https://anishwij.com/media/notes/tennis/french-tv-2014.jpg)

Watch the RMC Sport feature

[Sport-Études / Agnel soutient Acadomia](https://www.youtube.com/watch?v=itVCH9vxOnc)

I also appeared in a French tennis magazine, demonstrating forehand technique with my coach.

[A French tennis magazine spread showing me demonstrating a forehand](https://anishwij.com/media/notes/tennis/french-magazine.jpg)

Demonstrating forehand technique for a French tennis magazine.

## Get in touch

I work with teams to shape and build products. Have a project in mind, a role to discuss, or just want to say hello? Send me an email. I’d love to hear from you.

[anish@anishwij.com](mailto:anish@anishwij.com)

[GitHub](https://github.com/anishwij) · [LinkedIn](https://www.linkedin.com/in/anishwij)
