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Deutschlandweit aktiv

Webdesign & KI Agenten Sonthofen

Allgäu.

Von Sonthofen, Kempten und Oberstdorf für ganz Deutschland. Wir transformieren KMU und Mittelstand durch DSGVO-konforme KI-Agenten, Premium Webdesign und intelligente Prozessautomatisierung. Auf deutschen Servern gehostet.

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Vertrauen von Top-Unternehmen im DACH-Raum

SyndeoKarl W.Stumpner
React
Vue
Next.js
OpenAI
Gemini
Nanobannana
Vapi.Ai
Make.com
Voiceflow
N8n
React
Vue
Next.js
OpenAI
Gemini
Nanobannana
Vapi.Ai
Make.com
Voiceflow
N8n
React
Vue
Next.js
OpenAI
Gemini
Nanobannana
Vapi.Ai
Make.com
Voiceflow
N8n
React
Vue
Next.js
OpenAI
Gemini
Nanobannana
Vapi.Ai
Make.com
Voiceflow
N8n
React
Vue
Next.js
OpenAI
Gemini
Nanobannana
Vapi.Ai
Make.com
Voiceflow
N8n
React
Vue
Next.js
OpenAI
Gemini
Nanobannana
Vapi.Ai
Make.com
Voiceflow
N8n
Nahtlose Integration

Verbinden Sie all
Ihre Systeme.

API Integration für CRM, ERP System, E-Mail und Kalender. Mit Webhooks und REST APIs verbinden wir über 1.000 Tools – für nahtlose Geschäftsprozesse und maximale Skalierbarkeit.

KI Core
CRM
ERP
Shop
Mail
500+ Apps via Make.com
Custom REST-APIs
Erleben Sie die Zukunft

Ihr neuer
KI-Mitarbeiter.

Testen Sie unseren Voice Bot direkt im Browser. Conversational AI mit Natural Language Processing – 24/7 Verfügbarkeit, keine Wartezeiten. Ihr intelligenter Sprachassistent für automatisierten Kundensupport.

  • Natural Language Processing in Echtzeit
  • Mehrsprachig – keine Sprachbarrieren
  • DSGVO-konform auf deutschen Servern
  • Powered by Vapi AI, GPT-4, Gemini & Claude AI
Abstract visualization of artificial intelligence voice interactions
Voice AI Ready
Waiting for incoming call...

Unsere
Leistungen.

Entdecken Sie unsere innovativen Lösungen für die digitale Transformation. Von Webdesign Allgäu über KI-Chatbot-Entwicklung bis zu Make.com und N8N Workflow-Automatisierung – alles aus einer Hand.

Bewiesene
Resultate.

Was unsere Kunden über die Arbeit mit uns sagen.

"BMChatAi are experts in their field, we intervied 20 prospects for the work, Benjamin was the only candidate that understood the problem and could provide a cost effective solution. In the end we are really happy with the work BMChatAi did for us and we will definately work with them again!"

Rated 5 out of 5 stars

Syndeo

GB

"Wir nutzen die KI-Lösungen von bmchatai.de und sind absolut begeistert! Die AI Chat Agents und AI Call Agents haben unseren Kundenservice auf ein neues Level gehoben – schnelle, präzise Antworten rund um die Uhr. Besonders beeindruckt hat uns die einfache Integration und der spürbare Effizienzgewinn im Tagesgeschäft."

Rated 5 out of 5 stars

Karl Wibbecke

DE

Der Weg zur
Automatisierung.

Ein strukturierter, transparenter Prozess für messbare Ergebnisse von Tag 1.

01

Analyse & Strategie

Wir analysieren Ihre Geschäftsprozesse und identifizieren Automatisierungspotenzial für maximale Effizienzsteigerung und Kostenersparnis.

02

Setup & Konzeption

Entwicklung maßgeschneiderter KI-Lösungen mit Voiceflow, Make.com oder N8N – individuell auf Ihren Mittelstand zugeschnitten.

03

Implementierung

Nahtlose API Integration und CRM-Anbindung in Ihre bestehende IT-Infrastruktur. DSGVO-konform auf EU-Servern.

04

Support & Skalierung

Kontinuierliche Optimierung und Monitoring für maximalen ROI. Skalierbare Lösungen, die mit Ihrem Unternehmen wachsen.

Branchen, die wir
transformieren.

E-Commerce & Online-Shops

WhatsApp Chatbot für Kundenbetreuung, automatisierte Lead-Generierung und CRM Integration.

Immobilien

24/7 Lead-Qualifizierung mit KI-Agenten und automatische Exposé-Erstellung via Make.com.

Handwerker & Dienstleister

Digitale Terminvergabe, FAQ-Bots und automatisierte Angebotserstellung für Kleinunternehmen.

Agenturen & KMU

Workflow-Automatisierung, Support-Bots und Customer Service Agents für effiziente Skalierung.

Hör auf unnötig Geld für neue Mitarbeiter auszugeben.

Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &
Abstract Tech
// compiled preview • scanner demo /* generated for visual effect – not executed */ const SCAN_WIDTH = 8; const FADE_ZONE = 35; cons t MAX_PARTICLES = 2500; const TRANSITION = 0.05; function clamp(n, a, b) { return Math.max(a, Math.min(b, n)); } function lerp(a, b, t) { return a + (b - a) * t; } const now = () => performance.now( ); function rng(min, max) { return Math.random() * (max - min) + m in; } class Particle0 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a ; } step(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } class Particle1 { constructor(x, y, vx, vy, r, a) { this.x = x; t his.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } s tep(dt) { this.x += this.vx * dt; this.y += this.vy * dt; } } clas s Particle2 { constructor(x, y, vx, vy, r, a) { this.x = x; this.y = y; this.vx = vx; this.vy = vy; this.r = r; this.a = a; } step(d t) { this.x += this.vx * dt; this.y += this.vy * dt; } } const sca nner = { x: Math.floor(window.innerWidth / 2), width: SCAN_WIDTH, glow: 3.5, }; function drawParticle(ctx, p) { ctx.globalAlpha = cl amp(p.a, 0, 1); ctx.drawImage(gradient, p.x - p.r, p.y - p.r, p.r * 2, p.r * 2); } function tick(t) { const dt = 0.016; // update &

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