This methodology is designed for digital products and game projects limited to native platforms, aiming to unlock browser-based distribution via WebGL/WASM. The goal is to scale the audience, reduce user acquisition barriers, and create a sustainable cross-platform foundation without degrading performance or key business metrics
Technical Audit & Baseline
The process begins with establishing a baseline for CPU, memory, frame time, asset loading, and network performance. Build pipelines, memory models, rendering logic, native dependencies, and platform-specific APIs are analyzed. A compatibility and risk map is created to guide porting decisions.
WebGL / WASM Adaptation
Critical subsystems are reworked for limited heap, no direct system access, and high JS↔WASM boundary costs. Allocation patterns, data layouts, and hot-path execution are optimized. Algorithms and data structures are adapted for predictable browser execution.
Rendering & Asset Pipeline Optimization
Rendering is refactored to minimize draw calls and state changes under WebGL constraints. Assets are converted to streaming-friendly, browser-compatible formats. Progressive loading is implemented to reduce TTFP and time-to-interactive.
Build & Deployment Unification
Build and deployment pipelines are standardized across native and web platforms. Code divergence is minimized, support simplified, and content/feature release velocity increased across all platforms.
Audience & Monetization Scaling
The web version integrates with browser distribution, analytics, and payment systems. Gameplay and product metrics remain consistent, enabling safe audience scaling and opening new monetization markets without impacting LTV or retention.
Outcome & Measurable Impact
The methodology delivers a stable WebGL/WASM version with 40–50% reduced load times, access to 5+ million new users, and 20–30% increased revenue potential. The project gains a scalable, cross-platform architecture ready for market expansion and new distribution channels.
A mid-sized game with a stable mobile audience was limited to iOS and Android stores. The existing codebase and asset pipeline were not compatible with Facebook’s WebGL environment, blocking access to millions of potential new users. Port the game to the Facebook platform, ensuring stable performance, smooth gameplay, and access to new user markets without regressions or downtime.
2
Solution
Conducted technical audit and baseline profiling (CPU, memory, frame time). Identified platform-specific dependencies and unsupported APIs. Reworked critical subsystems for WebGL/WebAssembly execution in the Facebook environment. Optimized rendering, asset streaming, and load times to meet platform performance targets. Unified build and deployment pipelines for mobile and Facebook versions.
3
Result
Game achieved stable 60 FPS across mid-tier devices on Facebook.
Initial load time reduced by 40%, improving first-session retention.
Access to 3–5 million new users unlocked.
Enabled new monetization channels via the Facebook platform without impacting existing metrics.