Where It Started
We started Pixel Canvas Ltd in 2018 because we weren’t happy with the state of browser games. Most felt bloated, required heavy frameworks, and didn’t perform well on older devices. We thought there had to be a better way.
It’s taken us six years of experimentation, but we’ve figured out a lot. We’ve built games that run at 60fps on mid-range phones. We’ve optimized Canvas rendering to the point where we’re squeezing performance from HTML5 that people said wasn’t possible. And we’ve done it without requiring users to download anything or install plugins.
What started as frustration became our specialty. Now we work with studios, indie developers, and companies who want to reach players on the web without compromising on quality or performance.