Nothing Phone 2(a) - Marketing Experience

Year
2024
Client
Nothing
Service
Experience Design · 3D Development · Real-Time Application Development · Pixel Streaming · Interactive Product Visualisation
Browser-based 3D marketing experience for the Nothing Phone 2(a) Community Edition, built in Unreal Engine with Pixel Streaming. Visitors navigate, configure, and explore the phone in real-time 3D directly in the browser — no app download, no plugin — delivering a high-fidelity product encounter at the moment of purchase intent.
© Nothing Phone 2(a) - Marketing Experience



The Approach — Browser-Native Real-Time 3D
The central technical and design challenge was delivering high-fidelity real-time 3D in a web browser without sacrificing accessibility. Traditional approaches to interactive 3D product visualisation either require app downloads, WebGL limitations, or compromise on visual quality.
Pixel Streaming solves this by running the Unreal Engine application on a remote server and streaming the rendered output directly to any browser as a video feed — with input events sent back in real time. The result is console-quality 3D, accessible on any device, at the moment a visitor is most engaged.
For Nothing's audience — design-literate, tech-aware, and highly responsive to craft — this approach was itself part of the message: a marketing experience as technically considered as the product it presented.
The Experience — Navigate, Configure, Discover
The experience centres on three interactions. Navigation gives visitors full 3D control of the Phone 2(a) — rotating, zooming, and exploring the device's form from any angle, including the Glyph Interface backplate that defines the Nothing aesthetic.
Animation sequences highlight the phone's design moments — the transparent casing, the component layout, and the signature lighting patterns — with choreographed camera moves that guide attention without removing control. Colour configuration allows visitors to switch instantly between the two Community Edition variants, with material and finish updates rendered in real time.
Each interaction was designed to make the hardware feel tangible in a digital context — giving the phone a spatial presence that flat photography and video cannot achieve.
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