WebGL games run instantly in the browser — no install, no download friction. But building one properly still needs a designer, a developer, a QA tester, and someone to handle publishing and account approvals.
Hiring all of that in-house is expensive and slow. We give you the entire team for a fraction of what staffing it yourself costs.
Already have a mobile game? Porting it is cheaper than building new — see the free port assessment.








Most studios underestimate it — because salaries are only part of the bill.
Plenty of studios write the code and hand you a zip file. That's the easy half.
Browser games remove the single largest drop-off in the funnel: the download. A player clicks a link and is in the game — no store page, no install, no permissions prompt.
For publishers looking to reach players through portals, ad networks or their own sites without app-store gatekeeping, WebGL is usually the fastest path to a live, playable product.
If you already have a mobile game, porting is almost always cheaper — the design and art already exist. See the free port assessment.
Browsers cap memory well below a phone, and a straight Unity export ignores that. Build size, texture compression, audio streaming and draw calls all have to be reworked — that's the actual job.
Yes — each portal has its own SDK, build limits and review bar. We handle each; you approve once.
Most run an ad revenue share; some pay licensing for exclusivity. Terms vary and we'll walk you through which suit your game.
Yes — code, art and IP, contractually.
Send us your concept and we'll show you exactly what in-house vs. Factorial Studio would cost for your project.