WebGL and Browser Games

A browser game that opens from a link in seconds, with no install, on phones and desktops.

From $10,000 one-time

WebGL and Browser Games at Omebly
  • Founder-led
  • Fixed written quote in 48 hours
  • Milestone payments
  • NDA on request
  • Lifetime bug-fix support
Who it's for

Built for teams like yours

Brands running campaigns

A short playable launch or brand quest that people open straight from an ad, QR code or message.

Publishers and web platforms

Lightweight games that load fast inside your site or app without a store download.

Educators and training teams

Interactive learning games that run on school and office computers without installing anything.

What you get

Everything in your webgl and browser games project

01

Engine choice for the web

Three.js, PlayCanvas or Unity WebGL, chosen for your game type, file size and devices.

02

Small first download

Compressed textures, trimmed code and assets loaded in stages so the game starts quickly.

03

Mobile and desktop controls

Touch, mouse and keyboard input that adapts to the device and screen orientation.

04

Browser compatibility testing

Checks in Chrome, Safari, Edge and Firefox on Android, iPhone and desktop.

05

Embedding and sharing

A game that runs on its own page, inside your website or inside an iframe, with share links.

06

Analytics events

Play starts, completion and drop-off points tracked in your analytics tool.

07

Hosting set-up

Deployment to your hosting or CDN with the compression and caching headers WebGL needs.

CHAPTER 01

HTML5 game development: games that open from a link

A browser game skips the hardest step in mobile gaming: getting someone to install an app. With HTML5 game development, a player taps a link in an ad, a QR code on packaging or a message from a friend, and the game is running in seconds on their phone or computer. Omebly builds these games with Three.js, PlayCanvas and Unity WebGL, and keeps them small enough to load quickly on mobile data.

01.1

Where browser games work

Browser games work well for brand campaigns and gamified product launches, for publishers who want games inside their own site, and for training and education where installing software is not an option. They are part of our wider game development service, with one very specific focus: speed to first play.

CHAPTER 02

What’s included in a browser game

The right engine for the web. Not every engine produces a light browser build. We choose between three options. Three.js is a JavaScript library for custom 3D scenes and gives very fine control. PlayCanvas is a browser-first game engine with a visual editor and small builds. Unity WebGL lets us share one project between web and mobile, at the cost of a larger download.

02.1

A small first download

Loading time is the biggest reason people abandon browser games. We compress textures, use Brotli compression for code, trim unused engine features and load assets in stages. The aim is to put something playable on the screen while the rest of the game arrives in the background.

02.2

Controls for every device

The same link might be opened on a phone, a tablet or a laptop. We detect the input method and switch between touch controls, mouse and keyboard. We also handle screen rotation and the browser’s address bar, which can cover part of the game on mobile.

02.3

Saving progress without an account

Most people will not sign up just to play a browser game. For longer games we save progress in the browser so players can come back later on the same device, and add optional cloud save only when the game needs it across devices. For short campaign games, we keep sessions brief enough that saving is not needed at all.

02.4

Accessibility basics

Clear contrast, readable text sizes, captions for spoken audio and controls that do not rely on fast reactions alone help more people finish the game.

02.5

Embedding, hosting and analytics

The game can live on its own page, inside your website or in an iframe on a partner site. We set up hosting with the right caching and compression, and add analytics events for starts, completions and where players drop off, so you can judge the campaign properly.

CHAPTER 03

How we approach browser games: trade-offs to know

Browsers have memory limits. Mobile browsers, especially Safari on iPhone, give a web page far less memory than a native app gets. Large textures or long audio files can make the page reload. We set memory and file-size budgets at the start and test on real iPhones and Android phones every week.

03.1

WebAssembly makes engines practical

Unity’s WebGL builds compile C# into WebAssembly, which runs much faster than plain JavaScript. It is the reason full game engines now work in browsers, but it also means the first download includes part of the engine. For very short campaign games, a lighter Three.js or PlayCanvas build usually loads faster.

03.2

Audio needs a tap first

Browsers block sound until the player interacts with the page. We design a start screen that unlocks audio naturally, so the game is never silent by mistake.

03.3

No store review, but more browsers

Going live does not depend on a store approval, and updates appear as soon as we redeploy. The trade-off is testing across Chrome, Safari, Edge and Firefox on different devices.

03.4

Brand games without gambling mechanics

Campaign games often end with a sign-up or a link to a product. We keep them skill-based and clear, with no games of chance, betting or paid entries.

03.5

Porting a Unity game

If you already have a Unity game and want a browser version, we can port it, reworking input, memory settings and file size. Mobile-first projects may suit our 2D mobile game page better, and existing slow builds can go through game optimisation.

CHAPTER 04

Timelines and what affects cost

We confirm timelines in your written quote after the free consultation. The main factors are:

  • 2D or 3D, and the amount of art and animation.
  • Engine choice, since a custom Three.js build differs from a Unity WebGL port.
  • Number of levels or scenes
  • Integrationssuch as sign-up forms, CRM connections or login.
  • Campaign deadline, because a fixed launch date shapes how the work is planned.
04.1

Prices

The starting price for games is shown on the parent service page, and your final figure is fixed in writing before work starts.

CHAPTER 05

Why Omebly for browser games

Each project is led by our founder, Nazmul Hussain, who has 10+ years building websites, apps and digital products, so web hosting and game development sit with one team. You receive a fixed written quote within 48 hours, a fresh test link every week and milestone payments released only after you review each stage. Once fully paid, you own the source code, art and hosting accounts we set up, and an NDA is available on request. Bugs in code Omebly wrote are fixed free under our support policy.

05.1

Talk to us

Want a game people can play from a link? Message us on WhatsApp at +91 70444 33991 or contact us.

How we work

From first call to hand-over

  1. 1

    Consultation and campaign brief

    1 week

    Where people will open the game, on which devices, and what you want them to do afterwards.

  2. 2

    Concept and tech choice

    1-2 weeks

    Game concept, engine choice and a target file size agreed in writing.

  3. 3

    Playable prototype

    2-3 weeks

    A browser link you can open on your own phone to test the mechanic and loading time.

  4. 4

    Production with weekly links

    3-8 weeks

    Art, sound, UI and analytics added, with a fresh test link each week.

  5. 5

    Cross-browser testing and launch

    1-2 weeks

    Device and browser testing, hosting set-up and go-live.

Tools we use
  • Three.js
  • PlayCanvas
  • Unity WebGL
  • WebAssembly
  • JavaScript
  • TypeScript
  • Blender
  • Chrome DevTools
  • Google Analytics 4
  • Git
Packages

Pick a starting point

From $10,000 one-time. Every project gets a fixed written quote after a free consultation, with milestone payments.

Campaign mini-game

From $10,000

  • One simple mechanic, playable in a few minutes
  • Your brand art and sound
  • Mobile and desktop browser support
  • Analytics events and hosting set-up
MOST CHOSEN

Full browser game

Fixed quote

  • Game design document and prototype
  • Multiple levels and progression
  • 2D or 3D art and animation
  • Cross-browser testing and lifetime bug-fix support for code Omebly wrote

Unity game to WebGL port

Fixed quote

  • Review of your existing Unity project
  • WebGL build settings and memory tuning
  • Input and UI changes for browsers
  • File size reduction and hosting set-up
Compare

Omebly vs a native app game

OmeblyA native app game
Getting startedOpen a link and playFind the store, download, install, then play
Store reviewNo store approval needed to go liveEach release goes through store review
SharingWorks from ads, QR codes, emails and messagesLinks send people to a store page first
UpdatesLive as soon as you redeployPlayers must update the app
Heavy 3D and device featuresLimited by browser memory and APIsFull access to the phone's power
In-app purchasesHandled through web payments where neededBuilt-in store billing
FAQ

WebGL and Browser Games: questions people ask

What is the difference between HTML5, WebGL and WebAssembly games?

HTML5 is the umbrella term for games that run in a browser without plugins. WebGL is the browser technology that draws 2D and 3D graphics using the graphics chip. WebAssembly lets code compiled from languages such as C# or C++ run in the browser at near-native speed, which is how Unity WebGL builds work.

Should we use Three.js, PlayCanvas or Unity WebGL?

Three.js suits custom 3D scenes and product-style experiences built by web developers. PlayCanvas is a game engine made for the browser and produces small, fast builds. Unity WebGL suits teams that also want mobile versions from the same project, though its builds are larger. We recommend one after hearing your idea, devices and file-size target.

How small can a browser game be?

It depends on the art and engine. A simple 2D campaign game can often be kept very small, while a Unity 3D game will be larger. We set a file-size target at the start and use compressed textures, Brotli compression and staged loading, so players see something on screen quickly and the rest loads while they start playing.

Do browser games work on iPhones?

Yes, through Safari, but iPhones have tighter memory limits for web pages and handle audio, full-screen mode and orientation differently from Android. We test on real iPhones throughout the build, not only at the end, and design the game to stay within those limits so it does not reload or crash mid-play.

Can we put the game on our own website?

Yes. We can deliver it as its own page, a section of your existing site, or an embed that sits in an iframe. We set up the hosting with the correct compression and caching so it loads quickly, and the game files are yours to host wherever you like once the project is fully paid.

Can a brand game collect sign-ups or link to our shop?

Yes. The game can end with a call to action, link to a product page or show a short form connected to your email or CRM tool. We keep any data collection clear and consent-based, and we follow your privacy policy. We do not build gambling-style mechanics, paid entries or games of chance.

Start a project

Let's talk about your webgl and browser games project.

Tell us what you have in mind. You get a free consultation and a fixed quote within 48 hours.

Prefer email? info@omebly.com

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