Design Patterns in Games
summary
Shows how using dependency injection (Zenject), MVC-style models for UI, and state machines in Unity reduces bugs and speeds development. Replaces fragile singletons with Zenject installers and hierarchical contexts, enables tests to inject fake time and controllers to reproduce and reliably run rare (~0.1%) bugs, makes random-driven systems deterministic for benchmarking, and moves gameplay stats into a model so UI becomes testable and portable, illustrated with Unity examples and measured results from a multi-year project.
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chapters (5)
- 0:00Introduction
- 3:55Dependency injection
- 20:50MVC in games
- 36:18State machines in UI
- 41:44Observer and summary
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