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Creative case study

Crash & Mines HTML5 Game

20 November 2025
Sky
by sky
2 min readHTML5 GamePixiJSReal-Time

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.

PixiJS v8TypeScriptGSAPWebSocketsHowler.js
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Client

Crypto Casino Operator

Role

Lead Game Developer

Year

2025

Discipline

HTML5 Game Development

Crash & Mines HTML5 Game
Doodle concept visual

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

On this page

  • The Brief
  • Shared Engine Architecture
  • Crash Game
  • Mines Game
  • Result

Akash Gher

High-performance web experiences

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© 2026 Akash Gher. All rights reserved.

The Brief

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.

Shared Engine Architecture

Rather than building two separate games, I designed a GameCore abstraction layer that both game modes extend:

  • A unified asset manager handles texture atlases, audio sprites, and animation definitions shared across both modes.
  • A WebSocket client with reconnect and state recovery logic is shared, parameterised per game type.
  • The UI shell — balance bar, bet controls, history panel — is a single React component layer rendered above the PixiJS canvas.

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.

Crash Game

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+.

Mines Game

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.

Result

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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