I am a digital marketer, not a professional developer or game developer. Most of my career has been focused on SEO, growth marketing, paid acquisition, content, and digital strategy. When I started building GamesMom, however, I found myself learning much more about web development than I expected.
GamesMom is a changes the way you think about accessibility.
An interactive element needs to be easy to identify and use. Text needs to remain readable. Controls should not depend entirely on a mouse. The interface needs to remain usable across different screen sizes.
This doesn't require an advanced accessibility framework.
It requires paying attention.
Keyboard navigation, visible focus states, readable typography, appropriate contrast, sensible touch targets, and simple interactions can make a significant difference.
The more I worked on the project, the more I realized that accessibility isn't something you bolt onto a finished website. It is part of the interface from the beginning.
Performance Becomes More Important as the Site Grows
A single game can hide a lot of inefficiency.
When you start building a larger collection of browser games, those decisions become more important.
Images need to be appropriately sized. JavaScript should do useful work rather than unnecessary work. Pages shouldn't load resources that the visitor doesn't need. Animations shouldn't exist simply because they look impressive.
This is one reason I liked keeping the individual games relatively focused.
Someone playing a typing game shouldn't need to load the resources required by an unrelated memory game.
Keeping experiences focused can improve both the development process and the experience for the person using the site.
Reusable Code Is Useful, But There Is a Limit
One of the biggest lessons from building multiple games was learning where reuse makes sense.
Some functionality naturally repeats. Scores, buttons, timers, result screens, and common interface elements can often follow the same patterns.
But the actual experience of each game should still feel appropriate to what the player is doing.
If you make everything too reusable, you can end up forcing completely different games into the same structure.
The goal isn't to make every game identical.
The goal is to avoid solving the same technical problem repeatedly.
What Building Games Taught Me About Development
The biggest lesson wasn't a particular JavaScript function or browser API.
It was learning how to break unfamiliar technical problems into smaller problems.
Coming from digital marketing, I didn't approach GamesMom with years of software engineering experience. I approached it by learning what I needed, testing different approaches, reading documentation, using development tools, and fixing problems as they appeared.
That experience changed how I look at websites.
As a marketer, it is easy to think about a website primarily in terms of traffic, rankings, conversions, content, and acquisition.
Building the product myself made me think more about what happens underneath those metrics.
Performance affects the user experience. Interface decisions affect engagement. Accessibility affects who can use the product. Architecture affects how easily a site can grow.
Those things are connected.
What I Would Do Differently
If I started again, I would spend more time defining the common building blocks before creating a large number of games.
I would also test on mobile devices earlier and establish accessibility and performance standards before the number of pages and games became large.
Most importantly, I would avoid adding technology simply because it is popular.
If a simple JavaScript solution works, there is no prize for making it complicated.
If a project eventually reaches the point where a framework or game engine solves a real problem, then introduce it.
The technology should respond to the requirements of the product.
You Don't Have to Be a Developer to Start Building
I wouldn't describe myself as a developer because that isn't my profession.
But building GamesMom taught me that the barrier between marketing and development is much lower than I previously thought.
You don't need to know everything before starting a technical project.
You need to be willing to learn enough to solve the next problem.
That might mean learning JavaScript today, responsive web design tomorrow, and performance optimization next week.
The process is incremental.
You don't have to become an expert in everything before you build your first useful thing.
I started GamesMom because I wanted to create free educational games and learning activities that children could use directly in a browser. Along the way, the project became an unexpected education in web development.
I learned that HTML, CSS, and JavaScript can go surprisingly far when the problem is relatively simple. I learned that good mobile experiences require more than making a desktop layout responsive. I learned that accessibility and performance need to be considered early. Most importantly, I learned that adding more technology isn't automatically the answer to a technical problem.
Sometimes the best solution is the simplest one you understand well enough to improve.
And that may be the most useful thing I took away from building browser games as a marketer rather than a developer.
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