Web Native Game Development
Episode
54 min
Read time
2 min
Topics
Relationships, Design & UX, Software Development
AI-Generated Summary
Key Takeaways
- ✓WebAssembly performance trade-off: WASM compiles C++ directly to an intermediate bytecode layer, executing faster than JavaScript but with one critical web drawback — engines like Unity and Godot output a single monolithic blob that must fully download before gameplay starts. Every additional megabyte costs several percentage points of players who abandon before loading completes.
- ✓WebGPU adoption threshold: WebGPU currently reaches 68% of Poki's player base, enabling compute shaders for skeletal mesh animations and particle effects previously impossible in WebGL. Unity already offers experimental WebGPU export. Developers targeting broad audiences should still build WebGL-first with WebGPU as a progressive enhancement until Firefox enables it by default.
- ✓Web game onboarding design: Players abandon web games within seconds if mechanics aren't immediately clear — no tutorial text, no slow ramp-up. The recommended approach mirrors Vampire Survivors: open with maximum ability spectacle to demonstrate the game's potential, then strip it back and let players rebuild momentum organically through natural progression.
- ✓Portrait-mode mobile priority: Poki's player data confirms portrait orientation is mandatory for mobile web games. Unlike app-store games where users invest effort downloading, browser players switch games instantly. Developers must also account for device notches blocking UI elements and test specifically on iOS Safari, which aggressively deletes cookies and localStorage mid-session.
- ✓Poki playtesting tool: Uploading a build to Poki for Developers triggers video capture of 10 real players within minutes, using the browser's native Canvas captureStream API. This bypasses the core flaw of friend-and-family testing — familiar testers already know the onboarding, making it impossible to observe first-contact confusion that determines web game retention.
What It Covers
Eric Dubelbor, principal engineer at Poki (100M monthly users) and web game developer, covers the technical evolution of browser-based gaming — from WebAssembly and WebGPU capabilities to engine selection trade-offs, file size constraints, and how Poki's developer platform handles distribution, playtesting, and monetization for indie developers.
Key Questions Answered
- •WebAssembly performance trade-off: WASM compiles C++ directly to an intermediate bytecode layer, executing faster than JavaScript but with one critical web drawback — engines like Unity and Godot output a single monolithic blob that must fully download before gameplay starts. Every additional megabyte costs several percentage points of players who abandon before loading completes.
- •WebGPU adoption threshold: WebGPU currently reaches 68% of Poki's player base, enabling compute shaders for skeletal mesh animations and particle effects previously impossible in WebGL. Unity already offers experimental WebGPU export. Developers targeting broad audiences should still build WebGL-first with WebGPU as a progressive enhancement until Firefox enables it by default.
- •Web game onboarding design: Players abandon web games within seconds if mechanics aren't immediately clear — no tutorial text, no slow ramp-up. The recommended approach mirrors Vampire Survivors: open with maximum ability spectacle to demonstrate the game's potential, then strip it back and let players rebuild momentum organically through natural progression.
- •Portrait-mode mobile priority: Poki's player data confirms portrait orientation is mandatory for mobile web games. Unlike app-store games where users invest effort downloading, browser players switch games instantly. Developers must also account for device notches blocking UI elements and test specifically on iOS Safari, which aggressively deletes cookies and localStorage mid-session.
- •Poki playtesting tool: Uploading a build to Poki for Developers triggers video capture of 10 real players within minutes, using the browser's native Canvas captureStream API. This bypasses the core flaw of friend-and-family testing — familiar testers already know the onboarding, making it impossible to observe first-contact confusion that determines web game retention.
Notable Moment
Poki's QA team observed players in a side-scrolling bicycle game pressing every keyboard key except the spacebar — despite an on-screen label reading "space." The finding revealed that younger web audiences may not recognize spacebar terminology, requiring a visual keyboard diagram with the key highlighted.
Episode Transcript
The web has quietly become one of the most capable platforms for game development. Advances in WebAssembly, WebGL, and WebGPU have given developers tools that rival native desktop performance, while game engines like Unity and Godot have added robust web export pipelines. However, building games for the browser comes with its own set of constraints, including file size, browser compatibility, and the need to quickly capture and maintain the player's attention. Eric Dubelbor is a principal engineer at Pokey, which is a web games platform serving over 100,000,000 monthly users. He's also a game developer himself, with titles including Silly Skies and Village Builder. His unusual position building developer tools that power the platform, while also shipping games on it, gives him a rare perspective on what it actually takes to succeed in web game development. In this episode, Eric joins Joe Nash to discuss the history of web games from the Flash era to today's renaissance, how WebAssembly and WebGPU have transformed what is possible in the browser, the trade offs between different game engines for web publishing, and more. Joe Nash is a developer, educator, and award winning community builder who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry's Mod, and game development remains his favorite way to experience and explore new technologies and concepts. Welcome to Software Engineering Daily. I'm your host for today's episode, Joe Nash. And today, I'm joined by Eric Doubelbuur, principal engineer at Pokey and a developer of web based games. Eric, welcome to the show. Thank you. Thanks for joining me all the way from the other side of the world at a dreadful time. Really appreciate you being here. So I wanna start by asking you, what was your journey into game development? How did you wind up at Poki? Oh, yeah. That starts a long time ago, actually. When I was 16, something like that, I played a lot of games, of course, on desktop. I actually never played Flash games or stuff like that. And I was very interested in, okay, how are games being built? So when I was very young, I already started looking into, okay, that's what I want to learn later. And I had a good friend of my parents who was a software developer, not in games. He was working on something completely different, but he knew how to write software. So he could explain me a little bit like, oh, this is how you do it. One of my favorite games back then was Half Life, the first, not the second. And that had an API to write bots for it so you could fight against in multiplayer, fight against, bots. And that's actually the first my introduction to programming was writing bots for Half Life in c plus plus Not the easiest thing at all, but it was very fun. I learned a lot about …
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Books, tools, and gear mentioned in this episode
SignalCast may earn commission on purchases via these links. As an Amazon Associate, SignalCast earns from qualifying purchases.
Tools
- Poki for DevelopersRecommended
by Poki
“Poki playtesting tool: Uploading a build to Poki for Developers triggers video capture of 10 real players within minutes, using the browser's native Canvas captureStream API.”
Products
“The recommended approach mirrors Vampire Survivors: open with maximum ability spectacle to demonstrate the game's potential, then strip it back and let players rebuild momentum organically through natural progression.”
company
“Unity already offers experimental WebGPU export.”
“Eric Dubelbor, principal engineer at Poki (100M monthly users) and web game developer, covers the technical evolution of browser-based gaming”
“engines like Unity and Godot output a single monolithic blob that must fully download before gameplay starts”
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