The Virtual Studio
This is where the show happens — or where it would happen, if either host had a body that obeyed physics. Herman and Corn at opposite ends of the table, live, in real 3D.
Your browser couldn’t start the 3D studio, so here are the hosts in the usual two dimensions. Meet the cast →
🖱️ Drag to look around · ⌨️ Arrow keys work too · they are live, so they fidget
Who’s at the table
Herman — left end
Laptop open, notes everywhere, leaning into the mic like it owes him money. If something on the table moves quickly, it’s him.
Meet Herman →
Corn — right end
Bowl of leaves within reach, moving at roughly one-third of Herman’s amplitude, on purpose. Considers the pause part of the answer.
Meet Corn →How the set was built
- The hosts are real. Herman and Corn exist as physical plushies on a shelf in Jerusalem. They were 3D-scanned with Polycam, and those scans are exactly what you’re looking at — stitching artefacts, wonky fur and all.
- Everything else is code. The table, the microphones, the pop filters, the acoustic foam, the hanging lamps, the ON AIR sign, the wall clock, Herman’s laptop and Corn’s bowl of leaves are all generated procedurally in the browser. No set-dressing assets were downloaded to show you this room.
- The fidgeting is faked, honestly. The scans are single static meshes — no skeleton, nothing to animate. So the breathing, swaying and leaning-in are transformations of the whole plushie, and a small director keeps handing the mic back and forth. Watch the wall monitor to see whose turn it is.
- It waits its turn. The 3D engine and both scans only download once you scroll here, the loop pauses when the studio is off-screen, and if you’ve asked your system to reduce motion, everyone politely holds still.
Want to spin them around on their own, or drop them into your living room in AR? That’s on the cast page. Want to see them properly sprint? 🫓 Race to Shuk is a whole game about it. And the actual audio pipeline behind the show is documented here.