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Ocean View Games
WebGL Game Development

WebGL Game Development

Browser games built and tested for agreed browsers and devices

Why WebGL?

This page covers Unity's WebGL build target: compiling an existing or planned Unity project so it runs directly in the browser. That is a different stack from an HTML5 rebuild, which we build with PixiJS, rendering into a canvas element via WebGL/WebGPU rather than Unity, and use for lighter 2D games, Flash migrations and projects that don't need Unity's engine features. See our PixiJS page for that stack. We choose between the two around the game's content, target devices and deployment requirements, not by default.

Unity WebGL enables rich, engine-driven gaming experiences directly in the browser without plugins or app installs. For educational clients, this is particularly valuable - a browser build can reach learners without a separate app installation. School devices, browser versions and network policies still need to be assessed and tested.

Our team has shipped Unity WebGL and HTML5 titles for the Museum of London, EU Horizon 2020 research programmes, and educational publishers. We understand the unique constraints of browser-based deployment: memory limits, loading performance, and cross-browser compatibility.

5+

WebGL / HTML5 Titles

Browser and web-based games shipped

Agreed

Browser Support

A defined browser and device test matrix

Zero

Installs Required

No plugins, no app store approval

What We Build With WebGL

Unity WebGL Builds

Compile Unity projects for browser deployment with careful memory management, asset bundle streaming, and loading optimisation for fast first-paint times.

HTML5 Canvas Games (Not Unity)

2D HTML5 games built with PixiJS instead of the Unity engine, rendering into a canvas element via WebGL/WebGPU rather than the Canvas 2D API, with loading, input and performance requirements agreed around the browsers and devices your audience uses.

Flash-to-HTML5 Migration

Rescue legacy Flash content for modern browsers. These rebuilds target the HTML5/Canvas stack, not a Unity WebGL build; we reverse-engineered the Great Fire of London without source code and rebuilt it that way.

Educational Web Games

Browser games for schools and institutions, designed around confirmed privacy and child-safety requirements. Target devices, browser versions and institutional network requirements are agreed and tested before release.

Cross-Browser Compatibility

An agreed browser and device test matrix, including minimum versions and hardware requirements. Embedded webviews and institutional networks need their own checks; support is not universal.

WebGL Performance Optimisation

WebGL-specific profiling including texture compression, draw call reduction, memory budgeting, and shader optimisation for low-spec hardware.

Related Services

Educational Game Development

Educational game development for publishers, universities, museums, charities and training organisations. Unity and browser-based serious games from a UK studio.

Explore service

Legacy Game Modernisation

Upgrade older Unity projects or rebuild legacy games for modern platforms. UK engineers assess dependencies, preserve gameplay and plan a tested migration.

Explore service

Mobile Game Development

Mobile game development services for iOS and Android. UK-based Unity developers building new mobile games, porting existing titles, and improving live mobile projects.

Explore service
Frequently Asked Questions
Yes. Unity supports WebGL as a build target, compiling your game to run directly in modern browsers without plugins or installs. We have shipped multiple Unity WebGL titles for educational clients, including games deployed on school Chromebooks and locked-down institutional networks where installing applications is not permitted.
A typical Flash-to-HTML5 conversion ranges from £5,000 to £25,000 depending on the complexity of the original game, the availability of source code and assets, and whether any redesign work is required. These rebuilds target the HTML5 stack (PixiJS, rendering via WebGL/WebGPU), not a Unity WebGL build; Flash content is almost always 2D and rarely justifies bringing in the Unity engine. We rebuilt The Great Fire of London for the Museum of London entirely from the compiled Flash output without access to the original source, which sits at the more complex end of the spectrum. Simpler conversions with available source code are considerably faster and more affordable.
A Unity WebGL build runs inside the browser’s sandbox, which means it has less access to system memory and GPU resources than a native application, and it carries the overhead of the Unity engine itself. Texture sizes, draw calls, and total memory budget all need careful management. We address this through asset bundle streaming, texture compression, shader optimisation, and aggressive draw call batching. For most 2D and moderate-complexity 3D games, Unity WebGL performance is more than sufficient for a smooth player experience; an HTML5/Canvas build carries less engine overhead and can be the better fit for simpler 2D games.
WebGL is ideal for educational deployment. Games run directly in the browser with zero installation, which removes the biggest barrier in school and institutional environments where IT departments restrict software installation. We agree supported browsers and devices with the institution and test the game in those environments. Hardware limits, browser versions and network restrictions can rule out some devices. For games used by children, we design around the privacy, data-handling and consent requirements confirmed for the project.

Need to Bring a Unity Project to the Browser?

Tell us what you’re building, where it needs to run and any download size, performance, browser or hosting constraints involved.

Tell Us About Your Project