HTML5 game optimization: load time, build size and performance
What portals expect, how to measure, deferred loading with Live Update, texture compression, atlases, audio, WebP and per-device assets, with a checklist.
These guides explain how to plan, build, port and release web and mobile games, with a focus on Defold. They are written by Paweł Jarosz and the team at Codeward, a game development studio in Kraków that builds HTML5 and mobile games, playable ads and brand games for studios, publishers, agencies and companies.
What portals expect, how to measure, deferred loading with Live Update, texture compression, atlases, audio, WebP and per-device assets, with a checklist.
Build size, HTML5 loading, performance on budget phones, 2D vs 3D, Unity pricing after the Runtime Fee, and when to port a Unity game to Defold.
What to put in a game development brief, how studios estimate, which engagement model to choose, who owns the code and store accounts, and red flags to avoid.
Where AI speeds up prototyping, asset pipelines, QA, localization, profiling and release prep, and where experienced developers still matter.
Good practices for adapting mobile games to browsers, from loading and controls to SDKs, monetization, QA, and launch.
A practical look at why Defold works especially well for browser games, Poki releases, playable ads, and cross-platform web products.
A practical look at how Defold works across platforms, what it is best suited for, and how to choose the right release path.
How interactive brand experiences build attention, engagement, and memorability across campaigns, activations, and launches.
What playable ads are, what problem they solve in mobile UA, and why they can improve traffic quality, retention, and revenue.
Send a short brief: the goal, platforms, deadline and budget range. We will reply as soon as we can.