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Ship a web game that loads fast (a practical checklist)

If players can’t start playing in seconds, they bounce. This tutorial is a practical checklist you can apply to almost any web game stack (Canvas/WebGL/WebGPU, Pixi/Three/PlayCanvas, custom engine, etc.).

1) Set budgets first (or you can’t optimize)

Pick budgets that match your target device. A solid default for an “instant play” experience:

  • JS+CSS shipped: under ~300–500 KB gzip (smaller is better)
  • Critical assets before first input: under ~2–5 MB compressed
  • Time to first input: under ~3–5 seconds on mid mobile

Write these down and treat them like API contracts.

2) Measure the right things

In Chrome DevTools:

  • Use Performance to capture a session and inspect long tasks.
  • Use Network to check:
    • transfer size vs. decoded size
    • caching headers
    • whether assets stream progressively or arrive as one giant blob

In game terms, track:

  • Can the player move?” time
  • First meaningful frame” time
  • First input latency” (input → frame)

3) Compress everything you can

Make sure your hosting serves:

  • Brotli (br) for text assets (JS/CSS/HTML/WASM) when available
  • gzip as fallback

For WebAssembly builds, compression is often the difference between “instant” and “never loads.”

4) Don’t download the whole world upfront

Split your game into:

  • Boot: minimal loader + input + first scene
  • Core: main gameplay systems
  • Optional: extra levels, cosmetics, high-res textures, bonus audio, etc.

Load “Optional” only after:

  • the player can already play, and/or
  • you know they want that content (e.g. they reached a menu/level)

5) Choose the right asset formats

For most web games:

  • Images: prefer WebP (or AVIF if you can tolerate slower encode) for UI/backgrounds.
  • Audio: prefer Ogg Vorbis for general use; test AAC for Apple ecosystems.
  • Video: prefer MP4/H.264 for compatibility, WebM when supported and smaller.

Keep an eye on decode cost: “smaller download” can still be “slower to decode.”

6) Keep your first scene small and deterministic

Avoid these in your first interactive scene:

  • shader compilation storms
  • huge texture uploads
  • procedural generation that blocks the main thread
  • synchronous JSON parsing of megabyte blobs

If you must do heavy work, do it:

  • incrementally across frames, or
  • in a Worker (when possible)

7) Cache aggressively (but correctly)

Use long-lived caching for content-addressed assets:

  • Cache-Control: public, max-age=31536000, immutable

For HTML entrypoints, keep caching short so you can deploy updates safely.

8) Make “failure” fast and readable

If something goes wrong, show:

  • a clear error message
  • a retry button
  • a link to report the issue

Silent failures kill trust.

9) If you use Wasm threads, understand COOP/COEP

If your build depends on SharedArrayBuffer (common for some Wasm threading setups), you’ll likely need cross-origin isolation headers:

  • Cross-Origin-Opener-Policy: same-origin
  • Cross-Origin-Embedder-Policy: require-corp

Test early on your real host, because headers and third‑party embeds can break things.

10) Make it playable without an SDK

If you’re targeting Cinevva’s creator workflow, aim for:

  • one URL that boots reliably
  • no required logins to start a demo
  • predictable input controls

Then you’re ready for distribution without integrating extra SDKs.

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