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Engineering

How the games are built

Game development spans client, gameplay and server. These are the areas I work in and the principles I apply — without exposing any proprietary code.

Cocos Creator

Scene and component architecture for HTML5 games built in Cocos Creator.

  • Component-based scene structure with clear ownership of state and presentation.
  • Prefab and asset organisation that keeps projects maintainable as they grow.
  • Build configuration for web targets and embedded viewports.

TypeScript

Typed game and tooling code that catches mistakes before they reach a build.

  • Strict typing for game state, configuration and server payloads.
  • Shared types between client code, tools and tests.
  • Small, composable modules rather than monolithic game scripts.

HTML5 game UI

Game interfaces that adapt to portrait, landscape and embedded layouts.

  • Responsive HUD and control layouts driven by viewport and safe-area constraints.
  • Readable typography and touch targets at small sizes.
  • UI state kept in sync with game state through a single source of truth.

Gameplay & animation

Presentation layered on top of game logic, never mixed into it.

  • Separating simulation/outcome logic from animation and effects.
  • Sequencing systems for wins, transitions and feature rounds that can be skipped or sped up safely.
  • Respecting reduced-motion and performance budgets on lower-end devices.

Java & Spring Boot

Backend services that support games and their tooling.

  • REST services with validation and clear error contracts.
  • Layered service design that keeps business rules testable.
  • Configuration and environment handling for multiple deployment stages.

REST & WebSockets

Request/response and real-time channels between clients and services.

  • Choosing between request/response and push based on the interaction.
  • Message schemas, versioning and defensive parsing on both ends.
  • Reconnection and state-recovery strategies for unreliable networks.

Unity3D, C# & mobile

Game clients beyond the browser, including native Android apps.

  • Unity3D game clients written in C#, alongside Cocos Creator and Egret Wing projects.
  • Native Android development and mobile distribution.
  • In-app purchases, advertising and game center integrations for mobile games.

Testing & QA

Verification that covers the paths players actually take.

  • Unit tests for game logic and data transformations.
  • Scenario and replay-based checks for feature paths and edge cases.
  • Browser-based end-to-end checks across device sizes before release.

Deployment

Repeatable builds and releases.

  • Automated build pipelines with checks that block broken releases.
  • Static hosting and CDN delivery for web game assets.
  • Environment-specific configuration without leaking secrets into client bundles.

Architecture

Selected case studies

Architecture write-ups from real projects, focused on the problem, the approach and how it was verified.

Detailed architecture case studies will be published alongside the game case studies.

Need these skills on your team?

Full-time roles and freelance engagements are both welcome.