Why a game, and not another hero animation
A scroll-driven hero proves you can time an animation. It does not prove you can hold 60 frames a second while a skinned character, a rigged enemy, instanced foliage and a physics-ish grapple all run at once. A game does, because a game breaks loudly the moment the frame budget slips — and because a visitor stays on it long enough to notice.
The commercial point is narrower than “we do WebGL”. Every technique in here maps onto something a merchant actually asks for: a configurator that loads a compressed model in under a second, a product scene that stays interactive on a mid-range phone, a landing page whose motion is driven by state rather than hand-written scroll math. BloomBound is the stress test for all of those at once.



