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

Scroll to begin

Scroll to begin

  • 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

The GUMDROP studio — a room of painted walls, prototypes and objects

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

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