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Interactive web experiences that people post

Most artist and brand sites are brochures. The ones that travel are toys. I build browser-native experiences, playable, shareable, fast on a four-year-old phone, that turn a release moment into a participation moment.

by sean garschi · founder of growthr · ny · la · sf

What is interactive web experiences?

An interactive web experience is a custom-built site people play with instead of scroll past, a playable instrument, a drop portal, a world you can move through, engineered so that using it produces a screen recording worth posting.

What you get out of it

  • A release moment people can touch, not just read
  • Screen recordings that spread the drop for free
  • Owned audience capture at the peak of attention
  • A site that loads in under two seconds on mobile data

What's included

Concept and interaction design

The core mechanic: what the visitor does with their thumbs in the first three seconds, and why that action is worth filming.

Custom build

Web Audio, WebGL, Canvas, or plain DOM, chosen by what the idea needs rather than what is trendy. No template, no page builder.

Mobile-first performance

Asset budgets, audio preloading, and touch latency tuned so it feels like an app on a mid-range Android.

Capture and instrumentation

Email or SMS capture, share hooks, and event tracking so you know exactly what the moment produced.

How it runs

  1. 01

    Mechanic

    We find the one interaction the whole thing hangs on. Everything else gets cut.

  2. 02

    Prototype

    A rough playable in days, not weeks. Feel beats fidelity at this stage.

  3. 03

    Build

    Production build with real assets, real audio, real edge cases.

  4. 04

    Drop

    Load testing, staged rollout, and a live watch on the first hours.

Frequently asked

How long does an interactive web experience take to build?+

A focused single-mechanic experience typically ships in two to four weeks. Larger multi-scene worlds run six to ten weeks. The variable is almost never code, it is how long asset and approval cycles take on the artist side.

Will it work on phones?+

Phones are the primary target, not an afterthought. Every build is tuned for touch latency, mobile data, and the screen-recording behaviour people actually use to share it.

Do you work directly with labels and management?+

Yes. Work runs through management, labels, or creative directors as often as it runs direct with the artist.

Can you host it?+

Yes. Builds deploy to edge hosting that handles a release-day traffic spike without a scaling conversation.

got something to build?

Interactive builds, growth systems, or getting found by both Google and ChatGPT. Tell me what the moment is and when it lands.