Making “Bite-Sized” Web Games with GameSnacks

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The video discusses the advantages of creating bite-sized games with GameSnacks, highlighting the importance of optimizing game file sizes for better accessibility and performance. GameSnacks focuses on reducing file sizes to ensure games load quickly, even on slower internet connections. Techniques such as gzip encoding and lazy loading are recommended for minimizing file sizes. JavaScript, visuals, and audio are identified as key contributors to web game file sizes. Minification and procedural formats like SVG and MIDI are suggested for further optimization. The video also emphasizes the benefits of showing visuals quickly during game loading to reduce perceived load times. Tools like Phaser, Pixie, and Unity are mentioned as popular choices for web game development. Testing on slower internet connections using browser tools is also advised. The talk addresses various strategies for optimizing web games, catering to developers and tech enthusiasts interested in improving game accessibility and performance.

From Author:

One of the great strengths of gaming on the web is how easily accessible it can be. However, this key advantage is often negated large assets and long load times, especially on slow mobile connections. In this talk, Alex Hawker from Google’s GameSnacks will illustrate how they are tackling this problem and some key learnings the team found while optimizing third party games and designing their own ultra-lightweight game engine.

This talk has been presented at JS GameDev Summit 2022, check out the latest edition of this Tech Conference.

FAQ

GameSnacks is a new team at Google dedicated to growing the web gaming ecosystem to help make games universally accessible and useful. They focus on optimizing web game file sizes to improve accessibility and performance.

Bite-sized games are important because they enhance the accessibility and virality of web games. Smaller file sizes ensure that games can be quickly downloaded and played even on slower internet connections, making them more universally accessible.

Gzip encoding reduces the file size of code and other applicable files by an average of 75%. It compresses files like code, configs, and specific formats such as SVG or MIDI, allowing fewer bytes to be sent to the client. However, it should only be used on uncompressed files and needs to be enabled on the server.

Showing a visual quickly is crucial because research shows that increasing page load time from 1 second to 5 seconds increases bounce rates by 90%. An animated visual or loading screen reassures users that the game is loading and reduces the perceived load time.

Lazy loading is the practice of loading only the content needed at the current point in time rather than loading everything upfront. This technique helps get users into the game faster by reducing the initial download size and often decreases the average download required.

The key contributors to web game file size are JavaScript, Visuals, and Audio. In a typical web game, JavaScript can compose 20% of the overall size, while Visuals and Audio can make up around 43% each.

Minification reduces JavaScript file size by removing unnecessary characters from the code without changing its functionality. Tools like Tercer and Google's Closure Compiler can be used for this process, often as part of a build step in tools like Webpack. Additionally, enabling variable name mangling can provide further reductions.

To optimize visual assets, consider using stylized graphics instead of realistic ones, which require less texture data and lighting calculations. Use unlit materials for simpler shading, bake shadows into textures, and prefer procedural formats like SVG for smaller file sizes and resolution-independent images.

Procedural formats like SVG and MIDI store a series of instructions to generate data at runtime rather than storing the data itself. These formats are incredibly small and customizable, which can lead to significant file size reductions and additional benefits like resolution-independent images and varied sound effects.

WebAssembly and WebGPU are exciting new web technologies that enable advanced features like compute shaders and extend the capabilities of web development to traditional C/C++ frameworks like Unity. These technologies open up more ways to build and optimize web games, making development more flexible and powerful.

Alex Hawker
Alex Hawker
33 min
07 Apr, 2022

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Video Transcription

1. Introduction to GameSnacks and Game Optimization

Short description:

Welcome to making bite-sized games with GameSnacks. The web has the advantage of easy accessibility for gaming, but large file sizes hinder this. Gamesnacks is working on optimizing game sizes. Using gzip encoding and showing visual elements quickly improve user experience.

Hello, and welcome, everyone, to making bite-sized games with GameSnacks. I'm Alex Hawker, I'm a software engineer on the GameSnacks team at Google. My main focus has been a variety of web gaming infrastructure and distribution-related projects, many of which revolve around this very challenge of optimizing web game file size.

Now, you may be thinking, why bite-sized games? Aren't internet speeds good enough these days? Well, one of the key advantages of the web as a platform for gaming is its capability for virality, perfectly expressed in examples from io Games to the recent hit, Wordle. But this advantage of easy accessibility is severely negated when file sizes soar too high. Despite advances like 5G, much of the world still frequently experiences slower connections, from Australia, to India, to right here in the US. I know I've certainly experienced many times in places where my phone's internet speed suddenly slows to a crawl. And in times like these, when even just a 10 megabyte game can take over 3 minutes to download, every byte counts. No one wants to see that blank screen on the left, they want to play some games.

Well this is one of the things that we're working on here at Gamesnacks. Gamesnacks is a new team at Google dedicated to growing the web gaming ecosystem to help make games universally accessible and useful. As part of this effort, we've experimented heavily with optimizing games and their file sizes. Even going so far as to build an experimental game engine to see just how far you can take these optimizations, and how worthwhile the various types can be. I'm here today to share with you the highlights of these learnings. We'll start with a few general considerations that apply to optimizing game size then dive into specific optimizations for different file types.

First off, using gzip encoding on game files is an easy first step to improving file savings. On average, it reduces the file size of code and other applicable files by 75%. For those unfamiliar, gzip is essentially an open source equivalent to zip. Browsers today support servers sending them these gzip-compressed files, which allows us to reduce how many bytes we need to send. However, due to the way gzip works, it doesn't work well on every file. You should instead only use it on uncompressed files like code, configs, and specific formats like svg or midi. Unlike other tips, using gzip is not a change made to the game project itself, but instead has to be enabled on the server. Fortunately, this is usually pretty straightforward. For instance, in Google Cloud Storage, you can just add this Zed flag with the list of extensions you want gzipped.

Next up, we've got well this is kind of an awkward pause. Not really all that pleasant, which is why it's so important to get some sort of visual shown to users quickly. This is critical, because research shows that just having the page load time go from 1 second to 5 seconds increases the bounce rate of the page by 90%. So showing the user some ideally animated visual — whether a splash screen or a loading screen — reassures them that things aren't broken, and gives them something to focus on to make the load feel faster to the user. So even though this won't improve the total load times, or likely might even make it slightly worse, it's overall a very big win, since at the end of the day, the user's perception is what matters, not the raw metrics. In a similar vein, lazy loading content can be a big win.

2. Lazy Loading and JavaScript Size

Short description:

Lazy loading is a technique where you only load the content that you need at the current point in time. This can be done on a fine-grained level, loading assets on the fly and using placeholders. It helps get the user into the game faster and reduces the average download required. JavaScript is relatively small compared to Visuals and Audio in terms of file size, but it can be heavier than it seems.

This is when, rather than loading everything eagerly ahead of time, you only load the content that you need at the current point in time. So if we had this space game with four worlds, maybe we'd only load the core game mechanics and the rocket ship level assets first, and defer the rest to be loaded later when the player gets to it. You can also do this on a more fine-grained level, where individual assets are loaded on the fly and rendered with placeholders in the meantime.

This is a popular technique in Unreal Engine with rendering low-resolution versions of textures as a placeholder to speed up loading times. With these techniques, even though the total game size stored on a server doesn't decrease, it really helps get the user into the game a lot faster and often reduces the average download required. There are some trade-offs though, as this does require careful planning and code to handle breaking up the game into self-contained segments, which is easier for some game types and some game engines than it is on others. Additionally, if you're planning on embedding this game on the user's device, for instance with something like Cordova or Electron, lazy loading isn't going to give you many big wins since the user needs the entire thing anyways.

Now that we've covered some general tips, let's take a deeper dive into some key contributors of file size. I've broken down a typical web game from our catalog down into what composes its GZIPed file size, and we can clearly see three major categories emerge — JavaScript, Visuals, and Audio. Let's start with JavaScript. So JavaScript is relatively small compared to Visuals and Audio. Our representative game, thanks in part to GZIP, had JavaScript composing only 20% of its overall size, compared to 43% of Visuals and Audio. However, even though its raw file size is smaller, JavaScript can be a lot heavier than it at first seems.

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