Day 1: Thursday 27 June 2019

  1. 08:15–08:45 AM Registration
  2. 08:45–09:00 AM Opening remarks by FranΓ§ois Daoust (W3C) πŸ›ˆ plenary
  3. 09:00–09:15 AM Keynote (PDF) by David Catuhe (Microsoft / Babylon.js) πŸ›ˆ plenary
  4. 09:15–10:00 AM Setting the context: Web games development plenary
    Share a generic vision of the Web platform from the perspective of game developers, and raise an initial list of priorities and obstacles.
    Instant Games developer feedback (PDF) (Chris Hawkins, Facebook πŸ›ˆ)
    Report from the trenches of an HTML5 game provider (PDF) πŸ—Ž (Christian Rudnick, Softgames πŸ›ˆ)
    An indie perspective on Web games (Andrzej Mazur, Enclave Games / Mozilla Tech Speaker πŸ›ˆ)
    Karen Myers
  5. 10:00–10:30 AM Break
  6. 10:30–11:45 AM The future of the web runtime for games discussion
    Identify possible future updates for the web runtime that would improve the performances of running code on the web and further reduce the performance gap with native environments.
    Discuss the status and evolution of cross-compilation for the Web.
    Debugging tools (PDF) πŸ—Ž (BjΓΆrn Ritzl, KING πŸ›ˆ)
    Enable fast and efficient threading on the web (PDF) πŸ—Ž (David Catuhe, Microsoft / Babylon.js πŸ›ˆ)
    WebAssembly: status, Web IDL bindings, and roadmap (PDF) (Luke Wagner, Mozilla πŸ›ˆ)
    Dominique HazaΓ«l-Massieux
  7. 11:45–12:30 PM 3D rendering roadmap discussion
    Review the recent evolution of 3D rendering on the web, identify priorities for games and discuss a suitable roadmap
    glTF roadmap: CTTF Universal Textures and 2nd generation PBR (Neil Trevett, NVIDIA and Khronos Group πŸ›ˆ)
    WebGPU status & next steps (Myles C. Maxfield, Apple πŸ›ˆ)
    Ted Guild
  8. 12:30–01:30 PM Lunch
  9. 01:30–02:45 PM Mapping games users & designers needs to technologies workshop
    One-hour session in smaller groups to brainstorm users & designers needs and discuss ways to implement them with technologies on the Web. The session will produce a matrix of UX needs and existing technologies.
    Mapping game users & designers needs to technologies (PDF) πŸ—Ž (Indira Knight, Royal College of Art / Mozilla Tech Speaker πŸ›ˆ)
    Indira Knight, Royal College of Art / Mozilla Tech Speaker πŸ›ˆ
    Diego Gonzalez-Zuniga, Samsung πŸ›ˆ
    Dominique HazaΓ«l-Massieux, W3C
  10. 02:45–03:15 PM Break
  11. 03:15–04:00 PM Packaging / Asset loading & storage discussion
    Identify mechanisms that games can leverage to load and store large game assets in the background
    Size matters: How loading is losing you players (PDF) πŸ—Ž (Kasper Mol, Poki πŸ›ˆ)
    Browser Storage (PDF) (Andrew Sutherland, Mozilla πŸ›ˆ)
    Atsushi Shimono
  12. 04:00–05:00 PM Towards accessible games discussion
    Explore accessibility needs in games, and identify possible hooks to be supported at the system level and/or within game engines to make games more accessible.
    Turning on "accessible mode" for users with motor impairments πŸ—Ž (Luis Rodriguez, American Psychological Association πŸ›ˆ)
    Adaptive Accessibility πŸ—Ž (Matthew Atkinson, The Paciello Group πŸ›ˆ)
    Xiaoqian Wu

Day 2: Friday 28 June 2019

  1. 08:00–08:45 AM Registration
  2. 08:45–10:00 AM Audio & games discussion
    Identify audio features to improve the integration music/sound effects in games.
    Interoperability/Reusability of high level WebAudio components (PDF) πŸ—Ž (Michel Buffa, UniversitΓ© CΓ΄te d'Azur πŸ›ˆ)
    Porting the Wwise sound engine to the Web (PDF) (Philippe Milot, Audiokinetic πŸ›ˆ)
    Better and faster audio I/O on the Web (PDF) πŸ—Ž (Hongchan Choi, Google πŸ›ˆ)
    Chris Needham
  3. 10:00–10:30 AM Break
  4. 10:30–11:45 PM Cloud gaming discussion
    Explore challenges that pop up when games run in the cloud, including latency, network and streaming issues as well as ways to deal with the variety of game controllers that users may possess.
    Advancing the Gamepad specification (PDF) (Kelvin Yong, Sony πŸ›ˆ)
    Reducing the latency of inputs on the Web (PDF) πŸ—Ž (Navid Zolghadr, Google πŸ›ˆ)
    WebTransport & WebCodecs (PDF) (Peter Thatcher, Google πŸ›ˆ)
    Dominique HazaΓ«l-Massieux
  5. 11:45–12:15 PM Diversity & localization discussion
    Discuss diversity and localization challenges for games and identify possible guidelines, hooks and actions that could alleviate them.
    Gender-inclusive language in games and its localization challenges (PDF) (Elina Bytskevich πŸ›ˆ & Gabriel Tutone πŸ›ˆ, Keywords Studios)
    Karen Myers
  6. 12:15–01:05 PM Lunch
  7. 01:05–02:00 PM Breakout sessions breakout
    Open one-hour session for discussions in smaller groups on specific topics proposed by workshop participants. To suggest a topic in advance of the workshop, please raise an issue on GitHub or send an email to the program committee at <>.
    Session 1: Discoverability & Monetization
    Needs of users and developers in the context of web game discovery and monetization (PDF) πŸ—Ž (Tom Greenaway, Google πŸ›ˆ)
    Session 2: Accessibility Clinic
    (Matthew Atkinson, The Paciello Group πŸ›ˆ)
    Session 3: We can haz Threads
    (David Catuhe, Microsoft πŸ›ˆ)
    Session 4: Audio
    (Paul Adenot, Mozilla πŸ›ˆ)
  8. 02:05–03:15 PM Breakout sessions breakout
    Open one-hour session for discussions in smaller groups on specific topics proposed by workshop participants. To suggest a topic in advance of the workshop, please raise an issue on GitHub or send an email to the program committee at <>.
    Session 1: Networking in games
    WebTransport & WebCodecs (Peter Thatcher, Google πŸ›ˆ)
    Session 2: WebAssembly Q&A
    (Luke Wagner, Mozilla πŸ›ˆ)
    Session 3: Web games in hosted apps
    Baidu Smart Game in Baidu App πŸ—Ž (Ping Wu, Baidu πŸ›ˆ)
    Session 4: More 3D controls
    New HTML element to display a 3D scene (PDF) πŸ—Ž (Yasushi Ando, Kabuku πŸ›ˆ)
  9. 03:15–03:45 PM Break
  10. 03:45–04:45 PM Next steps for standardization discussion
    Summarize workshop inputs and create an action plan for standardization.
    FranΓ§ois Daoust, W3C πŸ›ˆ
    Chris Needham
  11. 04:45–05:00 PM Closing remarks by FranΓ§ois Daoust (W3C) and David Catuhe (Microsoft) plenary

Instructions for participants

The workshop focuses on topics raised by participants in expressions of interest and position statements. Each topic gets introduced by one or more short or lightning talk(s), and discussed among participants, possibly in smaller groups. The goal of each discussion at the workshop is not to resolve the technical issues of the topic, but to determine its relevance and priority to standardization.


Plenary sessions introduce and summarize generic information relevant to all participants. Game-related topics raised during plenary sessions will be discussed in more details during other workshop sessions.
A typical discussion session (45-75 minutes) starts with a few talks by speakers nominated in advance. Talks will either be short (<15 minutes) or very short (lightning talks). They will be followed by a discussion among participants to exchange ideas, assess priorities, and identify possible standardization actions.
Participants break into smaller groups and run a workshop-like exercise to create a map of needs and directions/solutions to address them. Each group will provide a written summary of their workshop session.
Participants break into smaller breakout groups to discuss more specific topics over a period of maximum 60 minutes. The breakout session schedule is built collaboratively by the participants in the course of the workshop. Each group will provide a written summary of their breakout session.



We will take notes on IRC during the workshop: / IRC web client

Meeting notes

Meeting notes will be recorded on IRC during sessions. These notes will be made public. A scribe will be nominated for each session, however note-taking help from all the participants is very much welcome to ensure correctness and completeness of the notes. We wish to make note-taking a collaborative exercise at this workshop.

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