# Interactive Web Experiences

Canonical: https://seangarschi.com/services/interactive-web-experiences

**Build**

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.

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.

## Outcomes

- 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

## 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.

## Process

1. **Mechanic**: We find the one interaction the whole thing hangs on. Everything else gets cut.
2. **Prototype**: A rough playable in days, not weeks. Feel beats fidelity at this stage.
3. **Build**: Production build with real assets, real audio, real edge cases.
4. **Drop**: Load testing, staged rollout, and a live watch on the first hours.

## Proof

- interactive-mpc
- on-sight
- iceman

## FAQ

**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.

Start a project: https://seangarschi.com/contact

Source: https://seangarschi.com/services/interactive-web-experiences
Contact: start@growthr.com
