Voyager

A Living Solar System

An interactive, cinematic solar system for the curious — eight planets, their moons, exoplanets, and decades of real missions, drawn from real data and presented as places worth getting to know one at a time.

ROLE

Concept, UX/UI & Visual Design, Front-End Build

TIMELINE

2 Weeks · 2026

TOOLS

Three.js, HTML/CSS/JS, Claude (AI pair programming), Vercel

Voyager — Saturn with its rings, beside a detail panel of facts and conditions

Explore the Live Site

Voyager runs in any browser — drag to look around, click a planet to dive in.

Walkthrough

A short tour through the experience.

Overview

Voyager is a self-directed project: a browser-based 3D solar system that turns real astronomical data into a calm, explorable experience. It is built for two audiences at once — someone who just looked up at the night sky and wondered, and someone who works in the space industry.

Challenge

Space coverage tends to be either oversimplified or buried in jargon. There was no quiet, beautiful place to actually get to know the worlds we already know — at a depth each visitor chooses.

Approach

An interactive 3D solar system grounded in real orbital data, with a layered information architecture: wonder and plain-language facts on the surface, mission history and technical detail one click deeper.

Outcome

A live, shipped product — a cinematic, explorable solar system with planets, moons, exoplanets, mission trajectories, and a reference almanac, running in any browser.

Why I Built This

The world is moving fast — people talk about Mars like it's somewhere we might actually go. My brother wants to be a robotics engineer in the space industry, and watching his curiosity made me want to build something worthy of it.

I wanted a quiet place to look at the worlds we already know, learn what's strange and beautiful about each one, and see how much real science has already been done. Not a textbook. Not a game. A real solar system, presented honestly — built with high-school readers in mind, but designed for anyone who looks up and wants to know more.

Voyager home view — the full solar system on real elliptical orbits

Designing for Two Audiences

The hardest design problem in Voyager wasn't the 3D — it was serving two very different visitors with one interface.

A curious newcomer wants wonder and plain answers: what is this planet like, could anything live there. A space-industry visitor wants depth: which missions went there, what they found, the engineering, the conditions.

The solution was layered disclosure. Every planet opens to a basic-facts layer — climate, habitability, a plain-language "could humans live here." One click deeper, a full-screen Visit logbook holds the mission history, discoveries, engineering notes, and condition modes for atmosphere, water, magnetic field, and interior. The casual visitor never has to see the depth; the professional never has to dig for it. Same interface, different reading depths.

How It Came Together

Voyager grew in layers. Each phase shipped a working experience before the next one began — so the project always had a real, usable core rather than a pile of half-finished features.

1 · The Solar System

A 3D scene with eight planets and the Sun, on real elliptical orbits computed from Kepler's laws.

2 · Going Deeper

Moons, and condition modes that recolour each planet by atmosphere, water, magnetic field, or interior.

3 · Visit Logbooks

Full-screen per-planet dossiers — mission timelines, discoveries, postcards, and FAQs.

4 · Widening Out

An exoplanet starmap, real mission trajectories, and an Almanac of sky events, moon phases, and constellations.

5 · Mobile

A full responsive pass so the experience holds up on a phone, not just a desktop.

Key Design Decisions

  • Cinematic, not gamified. Dark, quiet, a parallax starfield and a slow camera fly-in. The interface stays out of the way so the worlds carry the experience.
  • Real data, not decoration. Orbits use real Kepler mechanics; the ISS and Tiangong are tracked live from real position data; eclipse dates and moon phases are computed, not faked. The site earns trust by being correct.
  • Honest framing. Real distances, real timelines, real uncertainty — no overpromising about how reachable Mars really is.
  • Layered information. The two-audience architecture applied everywhere: surface facts for everyone, depth on demand for those who want it.

Under the Hood

Voyager is a plain HTML, CSS, and JavaScript site with no build step, using Three.js for the 3D scene. Orbits are computed from real J2000 ephemerides and Kepler's laws; the ISS and Tiangong are tracked live from NORAD position data; moon phases use a standard astronomical algorithm. It is deployed on Vercel.

The code was written with an AI collaborator (Claude). The concept, design, information architecture, visual direction, and content are mine — I directed the build the way a designer directs any production team, making the calls on structure, behaviour, and detail. Translating a clear design vision into a shipped product by directing an AI is a skill in itself, and one I lean into deliberately.

What This Project Shows

Concept to Launch

Took an idea from a blank page to a live, shipped, interactive product.

Information Architecture

Designed one interface that works for two audiences with very different needs.

Data Visualization

My core strength — making scientific data legible for non-specialists — applied to astronomy.

Art Direction

A cohesive cinematic visual language across a large, feature-rich product.

Technical Fluency

Comfortable directing a technical build and shaping it down to the detail.

Reflection

What I Learned

  • Scoping an ambitious solo project into shippable phases
  • Designing spatial, 3D interfaces rather than flat screens
  • Building one information architecture for layered audiences
  • Directing an AI collaborator to a production-quality result

What's Next

  • Deeper mobile refinement
  • Guided tours that walk visitors through the content
  • Ways for visitors to take part in real citizen science