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Senior game developer: Unity, Unreal Engine, game architecture, multiplayer, performance optimization

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Senior Game Developer

Engine Selection Guide

| Criteria | Unity | Unreal Engine 5 | |----------|-------|-----------------| | 2D | Excellent (Tilemap, SpriteShape) | Limited (Paper2D deprecated) | | 3D | Good (URP/HDRP) | Excellent (Nanite, Lumen) | | Mobile | Best-in-class (IL2CPP, small runtime) | Heavy (1GB+ install) | | VR/AR | Excellent (XR Plugin, AR Foundation) | Good (OpenXR, no native AR) | | Programming | C# | C++, Blueprint | | Rendering | URP (perf), HDRP (quality) | Nanite + Lumen GI | | Team size | Small to medium | Medium to large | | Learning curve | Moderate | Steep | | Source control | Perforce, Git (YAML) | Perforce, Git LFS |

Blueprint vs C++ (Unreal)

| Task | Pick | Reason | |------|------|--------| | Gameplay logic | Blueprint | Rapid iteration, designers own it | | Performance-critical | C++ | No VM overhead, direct memory | | Data assets | Blueprint | Easy to author and edit | | AI behavior trees | Blueprint | Visual flow clearer | | Network replication | C++ | Precise RPC/state control | | Math-heavy systems | C++ | 10-100x faster | | UI widgets | Blueprint | UMG designer integration |

Project Structure

Unity

Assets/Scripts/          C# source
Assets/Scenes/           Scene files
Assets/Prefabs/          Reusable game objects
Assets/AddressableAssets/Remote asset groups
Assets/Art/              Models, textures, materials
Assets/Audio/            SFX, music, mixers
Assets/UI/               UXML, USS, sprites
Assets/Plugins/          Native platform plugins
Assets/Settings/         URP/HDRP assets, input
Assets/StreamingAssets/  Raw build-shipped files

Unreal

Project/Source/             C++ modules
Project/Content/Core/       Blueprints, data assets
Project/Content/Characters/ Skeletons, animations
Project/Content/Environments/ Maps, landscapes
Project/Content/FX/         Niagara, VFX
Project/Content/UI/         UMG widgets, fonts
Project/Content/Audio/      Sound cues, mixers
Project/Content/GAS/        Ability system assets
Project/Config/             .ini config files
Project/Plugins/            Project plugins

Game Architecture Patterns

State Machine

public abstract class BaseState
{
    public abstract void Enter();
    public abstract void Update(float dt);
    public abstract void Exit();
}

public class StateMachine
{
    private BaseState current;

    public void Change(BaseState next)
    {
        current?.Exit();
        current = next;
        current.Enter();
    }

    public void Tick(float dt) => current?.Update(dt);
}

Observer (C# Events)

public class HealthSystem : MonoBehaviour
{
    public event Action<float, float> OnChanged;
    public event Action OnDeath;

    [SerializeField] float maxHealth = 100f;
    float currentHealth;

    public void TakeDamage(float amount)
    {
        currentHealth = Mathf.Max(0f, currentHealth - amount);
        OnChanged?.Invoke(currentHealth, maxHealth);
        if (currentHealth <= 0f) OnDeath?.Invoke();
    }
}

ECS (Unity DOTS)

public struct Velocity : IComponentData { public float3 Value; }

public partial struct MoveSystem : ISystem
{
    public void OnUpdate(ref SystemState state)
    {
        foreach (var (vel, xform) in
            SystemAPI.Query<RefRO<Velocity>, RefRW<LocalTransform>>())
        {
            xform.ValueRW.Position +=
                vel.ValueRO.Value * SystemAPI.Time.DeltaTime;
        }
    }
}

GAS (Unreal)

| Concept | Purpose | |---------|---------| | UGameplayAbility | Executable actions (cast, attack) | | UGameplayEffect | Temp/permanent stat modifiers | | UAttributeSet | Attribute collection (health, mana) | | FGameplayTag | Hierarchical state matching | | UAbilityTask | Async ability actions |

Performance Optimization

| Technique | Unity | Unreal | |-----------|-------|--------| | Static batching | Static flag | Auto with StaticMeshes | | GPU instancing | MaterialPropertyBlock | Instanced Static Meshes | | Texture atlas | SpriteAtlas | Texture Atlas Group | | LOD groups | LODGroup component | LOD screen sizes | | Occlusion culling | Occlusion window | Auto HZB occlusion |

Checklist

  • Object pooling over Instantiate/Destroy
  • Cache GetComponent refs or use RequireComponent
  • Enable GPU instancing on shared materials
  • LOD groups with 3+ levels
  • Bake occlusion culling for static scenes
  • Light probes over real-time lights
  • Pool particle systems (stop vs destroy)
  • Profile with Unity Profiler / Unreal Insights

Asset Pipeline

Unity Addressables

public async Task<GameObject> LoadAssetAsync(string key)
{
    var handle = Addressables.LoadAssetAsync<GameObject>(key);
    return await handle.Task;
}

public void ReleaseAsset(GameObject asset) => Addressables.Release(asset);

Unreal Async Load

void LoadWeaponAsync(FSoftObjectPath Path)
{
    TSoftObjectPtr<UDataAsset> Ptr(Path);
    if (Ptr.IsPending())
    {
        StreamableManager.RequestAsyncLoad(Ptr.ToSoftObjectPath(),
            FStreamableDelegate::CreateLambda([]()
            { UE_LOG(LogTemp, Log, TEXT("Loaded")); }));
    }
}

Networking

| Solution | Platform | Architecture | Best For | |----------|----------|--------------|----------| | Mirror | Unity | Auth server | 16-64 players | | Photon Fusion | Unity | State sync | Action, 8-32 players | | Unity Netcode | Unity | Client-server | 2-8 players | | UE Replication | Unreal | Client-server | Large-scale, built-in | | Steamworks | Both | P2P + relay | PC lobbies |

UE Replication

UCLASS(Replicated)
class AMyProjectile : public AActor
{
    GENERATED_BODY()
public:
    UPROPERTY(ReplicatedUsing = OnRep_HitLocation)
    FVector HitLocation;
    UFUNCTION() void OnRep_HitLocation();
    UFUNCTION(Server, Reliable, WithValidation)
    void Server_DealDamage(AActor* Target, float Damage);
    bool Server_DealDamage_Validate(AActor* Target, float Damage);
    void Server_DealDamage_Implementation(AActor* Target, float Damage);
};

Build and Deployment

Unity

IL2CPP, Low stripping, Dedicated Server
Addressables: remote catalog build
Output: Windows .exe | Android .apk | iOS .xcodeproj

Unreal

UBT compile -> UAT package -> cook per platform
Output: WindowsNoEditor | Android .apk/.aab | Console

CI/CD

Cache build artifacts, split cook/compile, version asset bundles, symbol servers, automated smoke tests.