The Bet
The next Candy Crush won't ship from a team of 30
The next Candy Crush won't ship from a C# team of thirty. It'll ship from one person on a web stack. That's the bet.
I've been early before. At Xerox, I saw GUI coming and bet on Windows years before its rise. At Compact, I pushed to adopt SGML, and shipped a working DOM before Netscape existed. The proof is still on those CDs. I saw the modern stack's potential at Zynga and shipped on it at PlayCo. The gap closed last year when WebGPU landed in Safari. I'm no longer early.
I shipped C++ at Compact and Freeloader. Twenty years ago, I built a 3D engine in C# on XNA. More recently, I spent a few years on an Unreal project at an AAA studio. I know that room. Tools older than the interns. Build, get coffee, hope it compiles. In the 90s, devs balked at C++ as too slow and too bloated. Real work needed assembly. They were wrong, and the industry moved on. Same room. Different decade.
The familiar objections collapse. Memory control is already gone. Between Unreal's half-baked GC and Unity's C# runtime collector, the engines took it away years ago. Binary assets? Git LFS solved that. WebGPU closes the metal gap.
Iteration speed matters because taste matters more than ever. Change a value, see it instantly, no coffee break, no build queue. Games aren't designed, they're discovered. Tune the gravity. Tune the curve until the moment lands. When builds take an hour, you commit and pray. With a modern stack, iteration runs at 30ms, so you try ten ideas before lunch. Eight are bad, one is the thing nobody saw coming, and that's the one that ships.
The multiplier nobody's pricing in: the web stack is where AI lives. Every model was trained on more TypeScript than on C++, and on more React than on Unreal Blueprints. Agents don't read the engine. They speak it. Fluent agents and 30ms iteration compound. Legacy stacks can't run that loop.
The economics make it worse. Unity charges per seat. Unreal takes 5% off the top, and 20-second loads bleed players. For a casual puzzle game, that's robbery.
I'm building SpellBurst on a modern stack: WebGPU-ready, Capacitor for native and browser for web, HMR iteration in milliseconds. The Firebase backend is efficient and server-authoritative. No royalty, no seat licenses, no middleware tax dressed up as "infrastructure," no clunky editor written for humans. The multiplier pays in full.
Underneath is warp5, my platform. A custom React reconciler rendering WebGL with flexbox layout. It handles auth, analytics, state sync, remote config, and OTA distribution. SpellBurst is just the first title.
I've run this play before. At Compact, the engine I built powered 15+ titles, sold tens of millions of copies, and tripled the company's value.
My bet: the next Candy Crush or Hollow Knight ships on a modern stack. Legacy teams will be at a structural disadvantage, slower iteration, higher rent, and a stack agents can't read.
In 2026, choosing the legacy stack for 2D isn't a decision. It's a failure of imagination.


