FLINGBLADE
A Unity game taken all the way to a WebGL build, mostly to find out what shipping to the browser actually costs.
The build folder is bigger than the game.
FLINGBLADE is a Unity project I took all the way to a WebGL build and put on the internet, which turns out to be a completely different task from making it run in the editor. Asset compression, load times, input handling that works with a browser instead of against it, and a crash log still sitting in the project folder that I kept as a souvenir.
Games are where I first learned that a constraint is a feature. The physics, the sword throwing trajectory, the camera snap, and the tick rate all had to be solved inside WebGL performance budgets that punish unnecessary draw calls.
In the same period, I wrote research essays analyzing game design through that exact lens: examining how FIFA International Soccer (1993) turned a fixed isometric camera angle born of budget limits into an iconic genre-defining trait, and how Halo’s split-screen architecture forced developers to treat screen real estate and hardware bottlenecks as core social mechanics.
It is not finished and it is not going to be. It is here because that WebGL build was the first thing I ever put on the internet that a stranger could break.