Veltos.Tech

Development

HTML5 game development

Browser games that run with no install and behave the same on desktop and phone: art, animation, game logic and integration on the provider side.

Pricing
From $5,400
Timeline
From 6 weeks for a mid-sized game. A playable mechanic prototype can be ready in 1.5-2 weeks.

A starting price. The total depends on scope, integrations and deadlines.

In short

HTML5 game development starts at about $5,400 and takes from 6 weeks. That covers concept and art, animation, game logic and the math model, sound, responsive builds for desktop and mobile, optimisation for low-end devices, and packaging for provider integration. Formats: slots, crash, roulette, arcades, promo mechanics and campaign games.

Art, animation and performance

A web game has to hold a stable frame rate on a five-year-old phone, not just on a work laptop. We pack sprite atlases, watch draw call counts, optimise animation and bundle size, and stream in the heavy parts as they are needed. First load is the metric that matters: if the game takes too long, part of the audience never reaches it.

Game logic and math

Mechanics and math model are designed together: probabilities, balance, the engagement curve. Any logic that decides an outcome stays on the server and the client only renders it, otherwise the game can be tampered with from the browser. For formats where provable fairness matters, we implement the appropriate schemes.

Integration and handover

The build is prepared to the platform’s requirements: integration protocol, session handling, localisation, supported resolutions, packaging rules. We stay with the integration until the game runs reliably on the provider side, then hand over source and documentation.

What the work includes

  • Concept, game mechanics and math model
  • Art, characters and game UI
  • Animation and sound design
  • Client and server-side logic
  • Responsive builds for desktop and mobile, portrait and landscape
  • Bundle size and performance optimisation
  • Interface localisation
  • A build matching provider requirements, with integration support

How we work

  1. 01

    Concept and mechanics

    Format, rules, balance and math. Visual references are settled here too.

  2. 02

    Art and prototype

    A playable prototype on rough art, to check how the mechanic actually feels.

  3. 03

    Production

    Final art, animation, sound, server-side logic.

  4. 04

    Optimisation and testing

    Low-end device checks, bundle size, frame stability.

  5. 05

    Integration

    Packaged to the platform’s requirements and supported until it runs cleanly.

Technology and tools

  • TypeScript
  • JavaScript
  • Three.js
  • HTML5 Canvas
  • WebGL
  • Node.js
  • Blender
  • Spine
  • Cinema 4D

Selected work

Frequently asked questions

How much does an HTML5 game cost?

From about $5,400 for a mid-sized game with original art, animation, server-side logic and responsive layout. The cost drivers are the volume and originality of the art, how complex the mechanics and math are, screen and state count, and the integration requirements of the specific platform. Simple promo mechanics for marketing campaigns come in well below full game products.

What are web games built with?

For 2D, Canvas and dedicated engines are usually enough; for 3D and heavier effects we use WebGL and Three.js. The choice follows the visual style and performance targets: heavy 3D looks great but cuts off part of the mobile audience. We propose the stack after the mechanics and target devices are settled, not before.

Will the game work on phones?

Yes, mobile is part of the job: the interface reflows for portrait and landscape, controls adapt to touch, art loads at an appropriate resolution. We test on real devices of different ages rather than only current flagships, because it is the older phones that expose performance and bundle-size problems.

Do you handle provider integration?

Yes. We prepare the build to the specific platform’s requirements — integration protocol, session handling, supported resolutions, localisation — and stay with it until it runs cleanly on their side. Requirements differ between platforms, so name the target providers at the start: it affects both client and server architecture.

Want to talk it through?

Tell us what needs building. We will work through the task, propose an approach and send a staged estimate. No charge, no commitment.

Related services

Further reading