① Independent creative studio — Rotterdam
Drag the gumdrop →
We make
Seriously
Unserious stuff.
A digital playground where strange ideas become ridiculously good experiences — for brands brave enough to be remembered.
100% hand-made
No stock photos
Make noise
Break boring
Play hard
Think weird
Stay strange
Ship it anyway
Design with personality
Motion with attitude
Too weird? Perfect
Good ideas are polite
② Selected work — 2024 to 2026
Proof we behave
③ The house position
Normal
is boring.
Different
is delicious.
We have never won an argument by being reasonable.
House rule №1
④ What we actually do
Six ways to cause trouble
Pick one. The panel on the right changes with it.
01
Creative Direction
02
Brand Identity
03
Interactive Websites
04
3D Experiences
05
Motion Design
06
Digital Experiments
01
Creative Direction
We decide what the thing should be before anyone argues about what it looks like.
Positioning
Art Direction
Concept
Drag me
⑤ The Lab — live, not a video
Poke the thing
Every GUMDROP object is a real WebGL surface with physics-ish drag, idle breathing and a pointer-reactive material. Change its skin, then throw it around.
Material
Lime
Bubblegum
Violet
Tangerine
Chrome
Drag it — it springs back
Move your cursor over it — the liquid follows
Nine more experiments live in the Playground — including the ones that did not work.
⑥ How it actually goes
The conveyor
4–10 weeks, usually
Stage 01
Discover
We interrogate the brief until it confesses what it actually wants.
Stage 02
Experiment
Twenty bad directions, fast, in public. The good one is usually №14.
Stage 03
Create
Design and build in parallel so nothing gets lost in a handover.
Stage 04
Refine
The unglamorous week where it stops being good and starts being right.
Stage 05
Launch
Ship it, watch it, fix the two things we were wrong about.
⑦ The studio

Rotterdam, 3rd floor
Eleven people, one loud room
GUMDROP started in 2019 when three of us got tired of making websites that tested well and felt like nothing. We are designers, animators and one very patient engineer. We take four clients a year so we can stay interested in all of them.
There is one house rule, printed on the wall: if nobody in the room is slightly nervous, the idea is not finished.
11
People
6
Countries
4
Clients a year
1
House rule
⑧ What people say afterwards
Receipts
“They ignored half our brief and were right about all of it.”
Brand lead, beverage client
Example testimonial — sample content
“I have never had a kickoff where someone brought a physical prototype made of clay.”
Founder, games label
Example testimonial — sample content
“Our bounce rate halved. Our legal team aged five years. Worth it.”
Marketing director, publisher
Example testimonial — sample content
“They made our boring category look like a scene.”
Head of design, furniture label
Example testimonial — sample content
⑨ Before you ask
Fair questions
Still stuck? The Getting Started page covers setup in detail.
Do I need to know code to use GUMDROP?
No. Every section is built from native Framer layers, shared styles and components. The 3D objects are Framer shaders with property controls — colour, speed and material are all editable in the right-hand panel.
How do I change the colours across the whole site?
Will the animations slow my site down?
Can I add my own projects and articles?
Does the contact form actually work?
What is included in the licence?
⑩ Your turn
Got a weird idea?
Good.
Tell us the version of it you are slightly embarrassed to say out loud. That one is usually the project.
Usually replies within a day





