Playable ads: two demos

A squad runner with number gates and a boss, and a merge tower defense against a snake horde: both in 3D on Three.js with a PixiJS layer for the HUD and cards. Every mesh, texture and sound is generated in code, so each build is about 1.2 MB with no image or audio files. One command builds three A/B variants of each demo for eight ad networks, and a headless test plays every build against that network's SDK stub. Source on GitHub.

Mech Rush: squad runner (Three.js + PixiJS)

Drag to steer the squad through number gates, shoot through the drone hordes and the barricade, pick one of three upgrade cards, then take down the boss. Every model is built in code; the crowd is instanced.

Play full screen
Variant
Network
NetworkFileSizeStore call
Open on a phone: the playable runs full screen there.
Add ?fps to the address for a frame-rate overlay.

Spiral Siege: merge tower defense (Three.js + PixiJS)

A spiked snake crawls the spiral toward the tower. Drag a mage onto its twin to merge it a level up, summon more with the coins, pick an element at tower level 2, then hold off the boss snake. Left alone, the ad plays itself.

Play full screen
Variant
Network
NetworkFileSizeStore call
Open on a phone: the playable runs full screen there.
Add ?fps to the address for a frame-rate overlay.