Systems
My work is guided by a systems-oriented view of game development. Rather than treating features as isolated implementations, I focus on defining clear boundaries, responsibilities, and data flow between systems. This approach reduces unintended coupling and makes projects more resilient to change.

Game Architecture
I design game architectures around explicit ownership of state and behavior. Each system has a clearly defined responsibility, and interactions between systems are intentional rather than incidental.
This reduces hidden dependencies, makes reasoning about behavior easier, and lowers the risk of regressions as projects grow.
Data Flow & Ownership
Data is treated as a first-class concern. I distinguish clearly between authoring data, runtime state, and backend-authoritative data, and avoid mixing these concerns.
By making data flow explicit, systems become easier to test, debug, and extend, and backend-driven changes can be introduced without destabilizing client-side logic.
Dependency Management
Dependencies between systems are managed deliberately. I avoid global access patterns and implicit initialization order, favoring explicit dependency declaration and controlled resolution.
In practice, this often means lightweight dependency injection combined with observer-based notification when required dependencies become available.
Event-Driven Communication
I use event-driven communication to decouple systems that should not have direct knowledge of each other. Events are designed to communicate intent, not implementation details.
Centralized event management also enables better observability, debugging, and runtime introspection of system interactions.
State Management
Clear state ownership is essential, especially in multiplayer and live projects. I avoid shared mutable state and instead design systems that react to well-defined state changes.
This approach simplifies synchronization, reconnection handling, and rollback or correction logic where required.
Extensibility & Maintenance
Systems are designed with change in mind. I prioritize solutions that allow new features to be added without rewriting existing logic or introducing fragile conditionals.
Maintainability is not an afterthought; it is a direct result of early architectural discipline and clear system boundaries.
Pragmatism Over Dogma
I do not follow architectural patterns dogmatically. Patterns and abstractions are evaluated based on project scale, team size, and production phase.
The goal is always to reduce complexity, not to demonstrate theoretical sophistication.
