Web and mobile web
The broadest doorway. Desktop can host a whole game, while phones become private controllers.
Work · games and interactive
A realtime party game built for browsers, phones, televisions, and native stores. The social layer is not decoration. It is the product.
Realtime is the feature // the product problem
That solves synchronisation and quietly removes the reason people came. The dead time, hovering, reactions, arguments, and visible alliances are usually flattened into buttons and a turn indicator.
The central decision
We treated cursors, chat, reactions, and the television host as first-order game systems. Players can see attention move before the judge makes a choice. That tension carries the round while the card rules stay deliberately simple.
// system underneath
The main site should explain the implementation by responsibility. The game site can spend that space showing the experience instead.
One interaction model adapts from private phone hands to desktop play and the public television stage.
Presence, cursors, plays, judging, and recovery share a room state without hiding the social layer.
The web client travels through native shells while tvOS gets a focused stage implementation built for the remote.
Prompts, host timing, visual transitions, and card content turn a database round into a small game show.
Architecture at a glance
// platform strategy
Platform reach came from preserving the responsive game client where it fit, then building purpose-made television behaviour where a wrapped browser would be the wrong product.
The broadest doorway. Desktop can host a whole game, while phones become private controllers.
A Capacitor-based Android TV package with overscan-safe layouts, remote navigation, and low-power motion budgets.
Shared native packaging, platform audio behaviour, lifecycle recovery, and store-specific release work.
A focused SwiftUI stage that reads room state, owns television audio, and treats the remote as a remote.
Android builds extend the Capacitor path. Roku requires its own delivery surface and a deliberately narrower interaction model.
// hard parts worth showing
One television or host device speaks for the room. Presence changes need grace periods so a brief network flap does not create a chorus.
Blur and brightness animation that feels cheap on a laptop can become ruinous on a low-power TV GPU. The stage uses cheaper transforms and light.
Rejoining a channel is not enough. The stage must refetch authoritative state after gaps or it can remain confidently stuck in the wrong round.
// current outcome
The current product runs on the web and Fire TV, with Apple and additional platform work in motion. The useful proof is not the number of build targets. It is that each target preserves the same social round while respecting the screen in front of it.