Unity Architecture & Editor Tooling
Project architecture that holds up through production, plus editor tools that let designers build levels and content without waiting on a programmer.
Unity projects rarely fail because of one bad decision; they slow down because nothing decides where code and data should live. I set that structure up early, or untangle it in an existing project. Architecture. Components stay small and single-purpose. Tunable data such as item stats, wave definitions and difficulty curves lives in ScriptableObjects, and event channels decouple systems that shouldn’t reference each other directly — gameplay raises a “level completed” event, and UI, audio and analytics each react to it. Runtime state stays out of assets, so entering play mode never quietly…