Creative case study
Crash & Mines HTML5 Game
A dual-format iGaming title combining a real-time crash multiplier game and a Minesweeper variant, sharing one PixiJS rendering engine and unified audio/animation system.
Creative case study
A dual-format iGaming title combining a real-time crash multiplier game and a Minesweeper variant, sharing one PixiJS rendering engine and unified audio/animation system.
Client
Crypto Casino Operator
Role
Lead Game Developer
Year
2025
Discipline
HTML5 Game Development
Shipped two game modes on a single shared engine in 8 weeks, reducing asset duplication and maintenance overhead by 60%.
The hero image is loaded from the MDX coverImage field. Replace the demo URL with your own gameplay capture, PixiJS canvas screenshot, or rendered artwork.
2 (shared engine)
Game modes
< 80ms
Latency target
8 weeks
Dev timeline
The operator needed two distinct game titles — a Crash multiplier game and a Mines grid game — to go live on the same crypto casino platform. Budget and timeline constraints meant a shared codebase was essential.
Rather than building two separate games, I designed a GameCore abstraction layer that both game modes extend:
Each game mode implements a GameController interface with onServerEvent, onBetPlaced, and onRoundEnd methods. Swapping game modes is a matter of mounting a different controller class.
The crash multiplier uses a live WebSocket feed from the server. The graph line is drawn with PIXI.Graphics each frame, plotting server-confirmed multiplier values. A custom GSAP ticker handles the smooth interpolation between server ticks to keep the animation fluid at 60fps regardless of server update rate.
The rocket/character animation is a Spine skeletal animation that reacts to multiplier milestones — subtle idle, tense lean at 2x, full shake at 5x+.
The Mines grid is a 5×5 interactive board. Each cell is a PIXI.Container wrapping an idle tile, a hover state, a reveal animation, and a mine explosion sequence. The game waits for server confirmation before playing the reveal animation, preventing client-side prediction exploits.
Both titles launched on schedule. The shared engine cut maintenance work significantly — a single hotfix or audio update propagates to both games at once.
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