Writing hacky code faster with good code architecture
by Gideon Unger
Code architecture is often seen as something idealistic that falls by the wayside once development begins. We want to create and test our games quickly so who has time to create and maintain something as complex and lofty as architecture? In this talk, I want to show how I approached architecture as a tool I defined specific requirements for in my most recent project rather than having it be a self-serving ideal. These requirements also included writing hacky and potentially buggy code while keeping up both stability and iteration times until the very end of the project.