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D2C Archives - Hiber3D

Hit Squad Demo: Rethinking Game Development for the Web

Web-Centric Design for Scalable Games and Faster Iteration

PLAY HIT SQUAD IN YOUR BROWSER NOW

TL;DR

Hit Squad, a single level demo, highlights the advantages of utilizing the web for efficient game development. By building the UI entirely on the web layer and combining an event-driven architecture, and a modular approach, the Hiber team were able to maximize their efficiency. This structure enabled faster development, future-proofing with WebGPU, and a scalable, adaptable design perfect for web-integrated game environments.

Hit Squad created with Hiber3D

The Challenge

With Hit Squad we wanted to rethink traditional game development structures when working with a game engine built for the web. The challenge with this vertical slice was to demonstrate the potential of leveraging a web-based metagame combined with the Hiber3D engine to achieve flexibility, speed, and scalability in game development.

The Goal

Develop a scalable, browser-based game demo by shifting key elements—such as UI, characters, and progression—to the web layer, allowing for increased development efficiency.

The Team

4 Web Developers, 1 Gameplay Developer, and 1 Artist.

The Process: Core Features and Innovations

1. Web-Controlled Game Elements

  • For Hit Squad, we separated data handling from the Hiber3D engine, enabling a web layer to manage player interactions and events in real time. The game loop operates within the engine, while an event-driven architecture facilitates communication between the game and the web.
  • The event bus, within the Hiber3D engine, supports custom event definitions. Through this, the gameplay code can flag specific events to be communicated to and from the web layer. This setup allows, for instance, a web UI button to trigger an ActionButtonPressedEvent directly in the game.
  • To bridge the gap between C++ in the engine and JS/TS on the web, we use the Embind library. This facilitates conversions, allowing quick updates and flexible event management without needing modifications to the engine itself.

Coding the built in event system for web <-> engine communication:

1. Marking events so they are available in the web layer

// This event can be triggered from JS
struct H3D_INTEROP_RECEIVE_FROM_JS StartGameButtonPressedEvent {};

// This event can be listened to in JS
struct H3D_INTEROP_SEND_TO_JS GameStartedEvent { 
  float level; 
};

2. Launching the engine, setting up an event listener, and triggering an event:

import launch from "@hiber3d/interop"; 

const api = await launch({ 
  canvas: document.getElementById("#canvas") 
});

// payload is fully typed if using TypeScript
api.onGameStartedEvent((payload) => { 	
  console.log("game was started with level", payload.level); 
});

api.writeStartGameButtonPressedEvent();  

2. Enhanced UI with Rive

  • We implemented Rive for dynamic UI elements like buttons and other game UI elements, such as a victory animation. These were designed using the Rive editor and integrated into the web layer. This allowed our artist to focus on making the UI elements look and feel as great as possible, without the need for input from the development team.
  • Putting the UI in the web layer also meant that we could release/update specific UI pieces without triggering an engine update/content update.

 3.  Synced Animations 

  • We built a timeline module which was responsible for playing character animations and triggering events on certain keyframes. This allowed us to sync multiple character animations and UI changes together. For example, when attacking another character, we play an attack animation on that character, then a hit animation on the target character along with the UI in the web layer showing the damage value. 
  • This timeline can easily be extended to modify more things like character positions, camera movements etc. The data structure makes it suitable for being stored externally, like a database. This in turn makes it possible to create entirely separate animations based on which character and action the player performs.

4.  Gameplay Mechanics

  • Players select from three actions—damage, deflect, or heal—in a turn-based format that emphasizes character progression by unlocking new characters and missions. 
  • The web layer initializes the game and manages UI elements, synchronizing game states such as character health and available actions. It listens for updates from the game engine to ensure the UI reflects the current game status and sends player actions back to the game via events (e.g., LoadScenarioEvent, SelectTargetEvent, ActionButtonPressedEvent). This layer also controls character stats and available actions, allowing smooth player interaction without requiring engine modifications for each update.
  • Meanwhile, the game engine handles core gameplay mechanics, including turn order, health status, and target selection, and independently runs the simulation after initialization. It also manages the rendering of 3D models, like the background world and characters, while the web layer renders the UI, creating a cohesive visual and interactive experience.
Hit Squad Gameplay
Gameplay Flow

   6. Development Approach

  • We built the vertical slice by breaking down gameplay into modules and events. This modular approach allowed us to split in two teams to simultaneously work on game mechanics and web interactions, increasing efficiency. It also enabled both teams to showcase their creativity within their particular areas of expertise.
  • We rapidly iterated on Hit Squad, building and testing locally, then pushing the demo live to the web, allowing us to bypass blockers such as extensive compliance checks.
  • UI elements, aside from those created with the Rive editor, were built with React on top of Javascript on the web layer, enabling easy updates and design changes without engine modifications.

Hit Squad Gameplay in the Browser

Outcomes

1. Adaptable, Scalable and Future Proofed

  • Web-Driven Scalability: Because the Hiber3D engine is built for the web it easily supports dynamic, web-centric projects like this, enabling scalable updates and expansions that align with the evolving needs of web-based game development.
  • Adaptable Design: The decision to build the UI entirely in the web layer made it possible for the team to iterate quickly on all the things around the core game loop: add more characters and tweak their stats, add more levels and iterate on the UI look and feel. *Creating the UI in the web layer can have its downsides, most notably when it comes to performance, but for a game like this it worked really well. For other projects we might decide to build the UI as part of the game engine instead.
  • Future Proofed: We targeted WebGPU to enable next gen graphic capabilities for the web.

2. Increased Efficiency and Faster Iterations

  • Development Time Reduction: By managing UI and event-driven gameplay on the web layer, the project reduced development time significantly.
  • Rapid Update Cycles: Utilizing web-based control enabled continuous integration, allowing for incremental improvements and frequent releases without disrupting the player experience and without the need for QA rounds for each release. This approach shortened feedback loops, accelerating iteration speed and enabling updates to be deployed much faster than traditionally.
  • Enhanced Team Efficiency: The team was able to work in parallel, maximizing productivity and allowing the game and web development teams to contribute independently. This modular approach not only increased efficiency but also supported rapid testing and refinement of features in real-time.

3. Flexible Development for Diverse Teams

  • Tailored Approach: The project was designed around the strengths of a team split between web and game developers, leveraging the web layer heavily to maximize the web development talent on the team. The Hiber3D engine’s flexibility allows teams to choose whether the web layer or engine should take precedence, adapting to each project’s needs.

Conclusion

The Hiber3D engine offers flexibility, with the possibility of adapting to the specific needs of each project. By integrating Hiber3D with a web-based metagame, Hit Squad showcases the efficiency of leveraging the web for UI and the engine for gameplay. This approach allows for faster iteration, simplified updates, and scalable content expansion—all managed through a responsive web layer.

Hit Squad highlights the Hiber3D engine’s potential to serve the foundation for dynamic, web-integrated game environments, ideal for projects that prioritize adaptability, speed, creativity and scalability. 

PLAY HIT SQUAD IN YOUR BROWSER NOW

5 Reasons Why Publishers Will Benefit from Native Web Integration

Maximize revenue, reduce costs and future-proof your releases: why utilizing the web-based metagame will boost your bottom line. 

Success in today’s gaming industry requires more than just great games – publishers need innovations that give them an edge. Native web integration does exactly that, blending core gameplay with web technologies to unlock the full potential of the metagame i.e. the web ecosystem surrounding the game.

By utilizing the web-based metagame, publishers can go direct-to-consumer, drive engagement, and streamline development costs, positioning themselves for success in an increasingly crowded industry.

Here are five key reasons why native web integration is the future:

1. Maximize Revenue

Native web integration allows microtransactions and in-game purchases to be handled within the web-based metagame, reducing dependency on the engine. It allows for cosmetic purchases and participation in special events, even outside of regular gameplay, boosting engagement on the go.

This paves the way for more frequent and diverse monetization opportunities beyond  core gameplay, resulting in a richer, multifaceted player experience and driving greater revenue potential without interrupting the flow of the game.

In a world where games compete with giants like Netflix, TikTok—and even sleep— this persistent connection to the game ecosystem can significantly boost player loyalty and lifetime value.

2. Reduce Development Costs

Leveraging the web-based metagame allows for quicker updates and easier maintenance, lowering costs for publishers. By updating the surrounding web elements independently of the core game, publishers can streamline development processes and allocate resources more effectively. 

At HiberWorld, the UGC platform powered by the Hiber3D engine, we housed progression and monetization entirely on the web, allowing for rapid content updates without extensive client-side changes. This approach reduces the need for costly, large-scale updates to the game itself.

3. Streamlined Updates

Web integration bypasses app store delays, allowing publishers to roll out changes and new content quickly. Whether used alongside app stores or as a fully web-based experience, this agility is crucial for keeping players engaged.

Publishers can respond to feedback, launch time-sensitive events, and continuously improve the game experience without the delays typically associated with traditional update processes. This adaptability keeps the experience fresh and players invested.

4. Cross-Platform Compatibility

Web integration ensures a consistent experience across devices, broadening player reach without extensive additional development. This capability enables publishers to engage a wider audience and adapt to varied player preferences across platforms. Players can transition between mobile, desktop, and even console versions of the game, maintaining their progress and enjoying a unified experience regardless of the device they choose to play on.

5. Improved Data Control

A direct-to-consumer model through the web-based metagame gives publishers better insights and control over player data and allows for customized marketing strategies. By analyzing player behavior within the web layer, publishers can create targeted promotions, offer personalized content, and optimize monetization strategies.

This deeper insight allows for more targeted promotions, personalized content, and informed decision-making when it comes to game development and monetization strategies.

Our Perspective:

Since 2017, Hiber has been invested in native web integration while developing HiberWorld, a UGC platform. Today, HiberWorld supports over 6.5 million web games and 1.2 million creators, fostering a global community deeply engaged through web-based metagame and meta-progression systems.

The future of gaming lies in building ecosystems that extend beyond the core game, and native web integration is the key to unlocking this potential. Publishers who adopt this approach will not only boost revenue and cut costs but also future-proof their games against evolving market trends.

As players increasingly expect frictionless, cross-platform experiences with constant updates and engaging content, native web integration – combined with the latest innovations in web technology like WebGPU – offers publishers the opportunity to redefine how they meet these demands while boosting their bottom lines.

Contact us to learn how the Hiber3D engine can unlock new opportunities for your next project.

Why the Web is the Future of Gaming

3 Reasons the Web is Shaping Gaming’s Future—and Why the Hiber3D Engine is Ready to Power that Change.

Browser is the new black.

Mobile gaming already commands the largest share of the games industry, holding over 50% of the market. By 2030, the mobile market is projected to hit $272 billion USD, with an annual growth rate of 11%. That’s colossal, but not at all surprising. What’s more interesting is how the landscape is evolving and where the future opportunities lie. 

Emerging markets driven by a growing youth population with spending power and improving infrastructure, are pushing the demand for mobile through the roof. These markets are home to 1 billion gamers, yet, they face significant challenges like high data costs, sluggish internet, a diverse range of devices, making app downloads both expensive and cumbersome. 

Browser-based mobile games are solving this with instant play, broad device compatibility, and removing the need for frequent downloads or updates. But the point is, to run a high end, immersive game on any web browser, across any device, anywhere, you’ll need an engine that’s light enough – such as one with a sub 5 megabyte core

Skip the middlemen and go D2C

Since the late 2000’s mobile games have relied on the app stores for distribution, monetization and a global reach. However, as mentioned in Jonas Tageman’s On Web First blog, what started out as a dream scenario for many, has long since become a headache. And, as with every monopoly, when the tolls get too high, people start looking for a detour – and in mobile gaming, that detour is the web.

As noted by Archie Stonehill of Stash, the disruption of the mobile ecosystem is already well and truly underway, not least with alternative app-stores rising on the strength of Epic’s win, but with more and more developers choosing to go direct to consumer not only to circumvent fees (30% on gross revenue) and market saturation, but to leverage game data for personalized marketing. Among myriad other benefits with D2C are price flexibility, broader reach (less censoring), customized user interfaces, and the possibility to localize content.

At the heart of this disruption, web-first game engines like Hiber3D are enabling developers to set themselves up for long-term success, by maintaining control of their revenue and data, while also achieving greater market penetration i.e. more money per sale plus a larger market to sell in. 

True Web Games > Traditional Games on the Web

To unlock the full potential of web gaming, we need to fundamentally rethink how games are built. Elements traditionally housed within the engine can easily bloat a web game, meaning large, unnecessary downloads and long load times. By fully utilizing the capabilities of the web, many components – like shops, progression systems, and personalization – can, and should, live in the browser instead. We call this approach ‘true web games,’ where the engine is kept light and fast to ensure a smoother user experience while also cutting down on development costs and time. This also allows for smaller, more targeted patches and updates.

At Hiber, we are adamant that the web is the future of mobile gaming. And it’s not just about porting games to the web, it’s about fully embracing the potential of web technologies to deliver the best possible game experiences, not only in gameplay but also in the metagame.