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      Wave Master offer screens with a "Master Both Lines!" banner on a beach background – game UI design by Nasty Rodent for Banner Games

      Game Art for Browser & HTML5 Games

      Art built for
      browser game pipelines

      UI/UX, concept art, characters and props produced to your specifications – 2D and 3D art drawn from two stylized mobile games.

      2 stylized mobile games with our UI/UX, concept art, characters and props – no browser project published

      Request a Quote
      Mission: Browser & HTML5 Game Art Request a Quote
      Wave Master "1+1" offer screens with coins, gems and chests – game UI design by Nasty Rodent for Banner Games

      01 · The Platform

      Browser and HTML5 Games

      HTML5 games run inside a web browser and are built with HTML, CSS and JavaScript, often with WebGL for 2D and 3D graphics. Players can open them through a link on supported devices, without necessarily installing a separate client. Compatibility depends on the browsers and hardware the team targets, so load size and rendering limits matter for each asset.

      There is no single hardware target. WebGL needs support from both the browser and the device's GPU, so a project defines which browsers and devices it supports, and the art specifications follow that list.

      Art for web games: UI/UX · concept art · characters

      CONTEXT 01

      Open a Link, Start Playing

      Browser games are often accessible without installing a separate client, which makes the initial loading experience important. Texture dimensions, exported file sizes and sprite atlas organization can influence loading requirements. Your development team defines when and how assets are loaded.

      Art priority: compact texture sets, organized sprite atlases, assets grouped for staged loading

      Agreed at the brief: file-size limits, which assets your team loads first

      CONTEXT 02

      One Link, Many Devices

      The same game may be opened on a desktop monitor, a laptop or a phone browser. Interfaces and key art have to hold up across aspect ratios and screen sizes.

      Art priority: flexible UI layouts, scalable icons, readable text and contrast

      Agreed at the brief: supported browsers and devices, screen sizes, who builds the layouts

      CONTEXT 03

      The Web Graphics Stack

      Web games draw through technologies such as WebGL, which remains important for browser compatibility, while WebGPU offers a newer graphics API. WebAssembly is used alongside JavaScript. Your engine and team decide which of them a game relies on, and that shapes shader, material and texture limits.

      Art priority: assets prepared to the renderer and format limits your team sets

      Agreed at the brief: engine, renderer, texture and file formats

      CONTEXT 04

      Stylized and 2D Production

      Some browser games are built around 2D or stylized art, where interface, characters and props carry most of the look. A stable style reference keeps a library of such assets consistent.

      Art priority: consistent style, reusable assets, clear naming

      Our related work: UI/UX, concept art, characters and props on two stylized mobile games (see Cases)

      Looking at the platform from the genre side?

      See our casual and puzzle game art.

      02 · Platforms

      Browsers, Renderers and Web Engines

      Public documentation shows what the target looks like. Exact requirements for a project come from your team.

      web

      Browsers and Graphics APIs

      Web games are played in desktop and mobile browsers, and support for graphics features differs between them. WebGL renders 2D and 3D graphics in the browser without plug-ins. WebGPU is a newer API with limited availability, so some engines keep WebGL 2 compatibility. WebAssembly is a low-level bytecode format designed to work alongside JavaScript.

      pc

      Web Engines and Frameworks

      Engines such as PlayCanvas, which runs on WebGL and WebGPU, and frameworks such as Phaser target the web directly. Godot can export to the browser and requires WebAssembly and WebGL 2.0 support from the player's browser. The choice is made by your team.

      Stylized wolf character from Bubble Quest of Vikings shown from several angles – character art by Nasty Rodent

      03 · Engine

      Specs and Delivery Scope

      3web graphics technologies
      described above
      2stylized games
      with our 2D art
      4asset types: interfaces,
      concept art, characters, props

      The engine and framework are chosen by your team; we deliver to the pipeline you use. For a web project we agree a specification sheet with your team: supported browsers and devices, resolution and aspect ratios, texture and sprite limits, file formats, naming and file structure. We produce assets to that sheet and organize the source files for handoff.

      Deliverables for a Browser Pipeline

      Possible scope, confirmed at the brief:

      Deliverable Detail
      UI asset exports Icons, buttons and panels exported at the resolutions and formats your team specifies
      Sprite sheets and atlases Character and prop frames organized to your size limits
      2D character and animation files Layered source files and exported frames or animation assets for your engine
      Responsive layout variants Interface variations for the aspect ratios you support
      Vector or raster sources Scalable sources for interface art where your pipeline allows
      Texture and material sets For 3D assets, textures and materials prepared to your renderer's limits
      Source files and handoff Organized, named, editable files
      Task Who does it
      Asset production: UI/UX, concept art, characters, props Nasty Rodent
      Specification sheet: browsers, limits, formats, naming Agreed with your team at the brief
      Organized source files and handoff Nasty Rodent
      Game development, engine integration, build size, performance testing Your team; not part of our services
      Browser compatibility testing and publishing Your team and the platform or portal
      Adapting existing mobile or PC assets for web Possible scope; not demonstrated by our cases, confirmed and scoped separately

      04 · Studios

      Who We Build Web Game Art For

      The right setup depends on where the game is in production.

      Studio What you need Typical scope How we plug in
      Teams building a browser-first game A style and an asset library planned around loading limits Possible scope: interface kit, characters, props, key art to your specifications A dedicated team under our art director
      Teams bringing a mobile or PC game to the browser Additional assets in the existing style Possible scope: new UI layouts and asset batches built to your style reference and art bible Confirmed at the brief
      Teams with a live web game Steady content against an agreed specification sheet New content batches A long-term partner or Team Extension

      Scoping the art for your first playable slice

      05 · How We Work

      Direct or Part of Your Team

      Web production runs from supported browsers to art specifications, production and handoff. Choose the model for where you are – it can change as the project does.

      01

      Direct Engagement

      You provide an agreed asset list – interfaces, characters, props or concept art – and our art director and project manager coordinate the production and delivery of those assets through the approved review stages.

      02

      Team Extension

      Our artists work within your pipeline and under your art direction – you run the process, we add the capacity and the skill.

      03

      Limits First

      Before production we agree the specification sheet described above, and production and handoff follow it. Integration and performance testing stay with your engineers.

      06 · Cases

      Related Experience With Our Art

      We have not published a project delivered for a browser or HTML5 game. The closest evidence is our work on two stylized mobile games, where we produced interfaces, concept art, characters and 2D assets.

      Wave Master mobile game event and shop UI by Nasty Rodent for Banner Games
      CASE 01
      01

      Wave Master

      UX/UI, 2D props, 2D environment and concept art. A web version is not documented.

      UX/UI · 2D props · 2D environment · concept art View the Wave Master case
      Bubble Quest of Vikings stylized Viking characters and village art by Nasty Rodent
      CASE 02
      02

      Bubble Quest of Vikings

      Concept art, 2D and 3D characters, rig, 2D props and environment, 2D and 3D animation, and UI/UX. A web version is not documented.

      Concept art · characters · animation · UI/UX View the Bubble Quest of Vikings case

      07 · The Evidence

      What is confirmed and what we agree with you

      Topic Confirmed on our cases Agreed with you at the brief
      Interface design Wave Master, Bubble Quest of Vikings Screen sizes, layouts, who builds them
      Concept art and characters Wave Master (concept art), Bubble Quest of Vikings Style, number of characters
      2D props and environments Wave Master, Bubble Quest of Vikings Kit size, scale, sprite limits
      Assets for browser or HTML5 games Not shown on these cases Browsers, engine, loading limits from your team
      Game development, build optimization, porting Not part of our services Handled by your team

      FAQ's: HTML5 & Web Game Art

      What makes art for browser games different?

      arrow
      Browser games are often accessible without installing a separate client and run on a range of browsers and devices, so file sizes, supported graphics features and layouts shape the art. Your team defines the limits we build to.

      Do you develop HTML5 games?

      arrow
      No. We produce game art, such as interfaces, concept art, characters and props, and your team handles development, engine integration and publishing. We deliver assets to your specification sheet and organize files for handoff.

      Do you have a browser or HTML5 project in your portfolio?

      arrow
      Not yet. We have not published a project delivered for the browser. The closest evidence is our work on Wave Master and Bubble Quest of Vikings, and a web version of either is not documented.

      Which engines and frameworks do you work with?

      arrow
      We deliver assets to the pipeline and specification sheet you give us. Web engines and frameworks such as PlayCanvas, Phaser and Godot are chosen by your team, and the formats and limits are agreed at the brief.

      Can mobile or PC assets be reused in a web game?

      arrow
      They can be a starting point, but loading limits and supported browsers may call for adjusted assets. We agree which assets are shared and the limits for the web version at the brief, so any adaptation is planned from the start.

      How do I get an estimate for a web game project?

      arrow
      Email sales@nastyrodent.com or use the form on this page. Include your asset list, supported browsers and engine. A spreadsheet of asset names is enough to begin; we reply with questions or a first estimate in 1–2 business days.

      Building a
      Browser Game?

      Tell us about your game, your supported browsers and your content plan. We come back with questions and a draft scope in 1–2 business days.

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        ⊙We usually reply within 1–2 business days
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        • No hidden costs - ever
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