Game of Planets – Development Breakdown

For Recruiters, Hiring Managers, and Technical Leads

Game of Planets is a large-scale online 4X real-time strategy game originally built as a solo project on custom C++/C# technology and later folded into Indie Games Startup LLC. This page is a curated breakdown of what the game is, what I personally owned, and how I approached the technical and production challenges behind it.


High-Level Overview


My Role on the Project

I created Game of Planets and served as designer, lead programmer, and producer for the early life of the project. That meant owning the architecture and simulation, core game systems, UX, build/release pipeline, and player community.

As the project matured, it also became the nucleus for a remote studio. The practices developed here—instrumentation, release cadence, documentation, and community-facing changelogs—later scaled into the pipelines used at Indie Games Startup LLC.



Architecture & Key Systems

The goal was to support a persistent, data-heavy galaxy with fast iteration on balance and systems. Some of the core pieces:


Production & Process

Even as a solo developer for much of the project, I treated Game of Planets like a studio title with real production discipline:


Selected Technical & Design Challenges

A few of the more interesting problems and how I approached them:


Lessons Carried into Later Work

Game of Planets directly informed how I now build games and run teams:


Further Links & Context