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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

Relevant work

  • Atlas Orbit — Browser-native sim

    Interactive · 2024

  • Helix Labs — Live model viewer

    Interactive · 2023

Have a game problem worth a real conversation?

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