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Game UI/UX & Interactive.

HUDs, menus, and browser-native experiences. We set a frame budget on day one and ship under it.

Problems we solve

  • Game UI designed by an artist and coded by a systems engineer — in separate rooms
  • Configurators built as one-offs with no design system behind them
  • Browser experiences that look great on a retina screen and stutter at 20 fps everywhere else

Approach

How we run a game project.

  1. 01

    Performance budget first

    We agree the frame budget before any assets are produced. Then we stay under it.

  2. 02

    Design system as foundation

    HUD primitives and menu patterns defined once, reusable everywhere in the game.

  3. 03

    Composable, not monolithic

    Every interactive component built to survive a re-skin or a feature extension without a rewrite.

Stack we reach for

The only page on the site where stack appears. Tools are means; the system is the goal.

  • WebGL
  • Three.js
  • Canvas2D
  • Y.js
  • Cloudflare Durable Objects

Common questions

What people ask before they book a call.

What is a performance budget and why does it matter for game UI?
A performance budget is a hard limit on frame time your UI is allowed to consume. We agree the number before any assets are produced — typically 2 ms per frame for UI on a mid-range device. Every design decision is made with that number visible. UI that looks great but drops you from 60 fps to 45 fps is not shippable.
Do you design the UI or just implement it?
Both. Most projects come to us without a UI design system. We design the HUD language, component library, and interaction model, then implement it. If you have existing designs, we audit them for performance feasibility before building.
What is a browser-native game experience?
A game or interactive experience that runs in a standard web browser without plugins — built with WebGL, Canvas, or CSS/JS animation. We have shipped browser games at 60 fps on five-year-old laptops at 1.4 MB total JS weight.
Can you work with an existing game's design language?
Yes. We have extended existing UI systems for projects mid-development. The first step is an audit of the current component structure before we extend it — adding to a fragile system without understanding it is how you introduce bugs.
How do you handle UI across multiple screen sizes and resolutions?
We design to a reference resolution and implement a scaling system on day one. Safe zones, anchor points, and resolution-independent units are part of the foundation — not a retrofit.

Have a game problem worth a real conversation?

Book a call