Playable World · built in Three.js
Commission a 3D game website your customers actually play
Most agency sites list what they do. This one hands you a character and an island, and each place you walk into does one of those things to you instead. It runs in the browser, on a phone as well as a laptop. The five that carry the story take about four minutes; all nine, about seven.
The island is invented for this page. There are no client logos on it and no numbers that are not your own.
- 01
You start with one sentence
You land on a beach and find a grey pebble in the sand. It is the one sentence about your business, and it follows you for the rest of the walk.
Every project here starts the same way. Before a page is designed, I want the sentence you would say across a table if someone asked what you do.
- 02
Five tabs are open and four of them are not you
Five panes stand in the sand like open browser tabs. Four are lit with somebody else. Yours is blank until you put your sentence in it, and then the other four go quiet.
The reason somebody picks your tab out of five, before they have read a word of it. I work out what you are being chosen for, then build the look and the words round that.
Branding and identity - 03
Where people walk is what gets built
A floor of wet clay. It rises wherever you walk, and when you set the plan, the outline of your own route stands up as the walls of a building.
A website is structure before it is decoration. Where people need to go decides what gets built, which is why I start with the journey and not the homepage.
Web design and build - 04
Being found is a matter of aim
A field of dishes pointing nowhere, and a crowd of small lights out at sea. You take a dish and turn it until it points at them, and they start walking in.
Aim at what people actually type, and they keep coming after you stop paying attention. It is slower than ads to start and it does not switch off when you do.
SEO in Singapore - 05
Some things have to be turned before they are believed
A shed with a plinth, and a dragon asleep on it as a hologram of itself. Wake it and a line of light climbs it, turning it solid as it goes, and then it takes off and circles the shed.
That dragon is a real model, lit in your browser, not a video. It came from one image, and the version on this page is 316 KB. Products, rooms and machines work the same way.
3D and interactive pages - 06
Somebody has to write the words
A long shed with sentences pegged to lines, moving in the draught. Walk the length of it and they come off the wire and follow you.
A site is mostly sentences. Most of them are written last, by whoever is least busy, and it shows. I write them first, because the words decide what the page has to look like.
Copy and content - 07
Ads arrive now, and they stop now
A walled arena with a queue of lights outside the gate. Open it and they pour in and the counter climbs. It shuts on its own, and the queue stops dead.
Paid traffic turns up the day you switch it on and leaves the day you switch it off. Search keeps arriving either way. You want both, and you want to know which one you are paying for.
Google Ads - 08
It has been counting since you landed
A small room whose wall is blank until you are inside it, and then it shows your own run: seconds on the island, districts reached, where the time went.
Every one of those numbers came from what you just did. Most sites count almost none of it, which is why so many are rebuilt on a hunch instead of on what people actually did.
Analytics and CRO - 09
Then it goes somewhere people are looking
You climb the hill and set your sentence in the lamp. The beam sweeps, the island comes up out of the dark, and the crowd you aimed at is already on the beach.
That is the whole job, and the order matters: know what you are, build round it, aim it, then put it where people look. Skipping the first three is why most sites do not work.
What a page like this costs - 10
There is a door at the foot of the tower
Open it and you find a desk and one chair, which is the honest answer to who built the island.
You talk to the person building it, with no account manager in between, which is why it can be this specific about your business.
Who you would be working with
What a world like this is for
There is something to do at every stop
The run here takes about four minutes and each place asks you to do one thing rather than read one more paragraph. Nobody has to be talked into carrying on; they want to see what is at the top of the hill.
The point gets made by happening to them
Nobody believes "we understand your customers" written on a page. Standing in front of four lit browser tabs and one blank one makes the same point without the sentence.
One link that actually gets forwarded
This is the kind of link somebody sends a colleague. A normal services page is not, however well it is written.
You find out what they came for
Where somebody lingered and what they walked past arrives with their enquiry, so the first reply can open with the thing they cared about.
It works on a phone
Tap the ground and the character walks there. Most 3D in a browser asks you to learn a control scheme first, and that is where it loses people.
Still a proper web page
Everything the world says is real text underneath it. Google reads it, screen readers read it, and a browser that cannot start 3D gets the page rather than a blank screen.
Interactive, immersive, scroll story or playable: which one do you need?
Pick the cheapest one that still makes your point. When what you sell is simple, a scroll story says as much as a world does and costs a fifth as much.
Fixed prices, in SGD
Story Proposal
$1,000
1 week
See the world written down and a grey version running before you commit.
- One call about your business
- The stop-by-stop script
- A greybox you can walk in the browser
- Full fee credited if you go ahead
Playable Room
$6,500
3 to 4 weeks
One place, one real thing to do in it, and a page you can ship.
- The character, the controls and the camera
- One place, built for what you sell
- One thing people can do there
- Enquiry form, and the full page underneath
- 30 days of fixes
Playable World
from $15,000
6 to 9 weeks
Five places, each with its own thing to do, and a run that ends somewhere.
- Five places, each with its own thing to do
- A story that runs start to finish
- Your products or spaces modelled into it
- Tap to walk and a thumbstick, on every device
- The whole thing again as an ordinary page underneath
- What each visitor did, sent with their enquiry
- 30 days of fixes after launch
Half up front and half on sign-off. The Story Proposal comes off the price of any build that follows it. A world with more than five places, or one that needs models built from your CAD files, is quoted after a call.
How it gets built
- 01
The story call
An hour on what you sell and who has to believe it. I come back with the run written out stop by stop, because the story decides whether any of the rest is worth building.
- 02
A grey world you can walk
The ground, the character and the controls, with nothing dressed. You walk it in your own browser and tell me which stops are wrong, before anything has been made to look good.
- 03
The places get built
One at a time, each with its own thing to do. You see each one land as it lands, rather than a reveal at the end.
- 04
The words, and the page underneath
Copy for each stop, and the ordinary HTML version that search engines and screen readers get. Written from one source, so the two cannot drift apart.
- 05
Phones, then launch
Tested on real devices and not only on a fast laptop. It goes live on your domain with the enquiry wired up and what visitors do being counted.
A good fit if
- People need to see or handle the thing before they believe it
- You are explaining something that takes you a whole call to explain
- You want one link that a prospect forwards to the person who decides
- Your competitors all have the same page as each other
- You have a launch, a showroom, a venue or a product range
Probably not if
- What you do fits in a paragraph and nobody needs convincing
- You need it live in two weeks
- The site has to be edited by your team every week
- Most of your traffic is people searching for an emergency plumber
Questions people ask first
Is a 3D game website good for business, or is it a gimmick?
It is good for one job: making somebody understand and remember something they were never going to read. If your work fits in a paragraph, this is an expensive way to say it and an ordinary page is better. If people have to see or handle what you do before they believe it, a world they walk through beats any amount of copy.
How long does it take someone to play?
About four minutes for the five places that carry the story, and about seven for all nine. That is deliberate. A link straight to prices stays on screen the whole time, so somebody who came to check a number never has to walk anywhere.
Will it work on a phone?
Yes, and it is built phone first. Tap the ground and the character walks there, pathing round anything in the way; a thumbstick appears under whichever thumb lands on the left of the screen, for people who want one. Phones get a lighter world with smaller models and no shadows.
What about Google? A game cannot be read.
Every word in the world is also a real HTML section underneath it, generated from the same source file, so the two cannot drift apart. Search engines and screen readers get the whole page. It is indexed for the same reasons any page is.
How much does a 3D game website cost in Singapore?
One place with one real thing to do in it is $6,500 SGD, in three to four weeks. A full world with five places is from $15,000 SGD in six to nine weeks, quoted after a scope call. A $1,000 Story Proposal gets you the script and a walkable grey version first, and that fee comes off the build if you go ahead.
What do you need from me?
One sentence about what you sell, and whatever you already have: product photos, CAD or 3D files, floor plans, your colours and fonts. Nothing at all is fine. Things get modelled from photos, and every object on this island was built from code.
Can places be added later?
Yes, and that is the usual way round. Places are independent, so a sixth can be added a year later without rebuilding the rest. The Playable Room tier exists for exactly that: ship one place, add to it once it has earned its keep.
Tell me what the last place should leave people thinking
That is the whole brief, and everything else follows from it. Two steps, a rough idea is plenty, and I reply within a working day.