Before you start coding, stop and think ahead. What kinds of games do you want to make more than once? If they share things like menus, combat, or items, build those parts so you can use them again. This will save you time and effort later. Don’t just build for one game—build for the next ones too. At IviBet, this same idea helps them build similar games faster and cheaper, while still giving players fun and smooth experiences.
Decouple Everything
Here’s the golden rule: systems should not depend heavily on each other. A sound system shouldn’t care what the AI is doing. Input shouldn’t be tied directly to movement. When systems are too tightly connected, it’s harder to pull one out and use it in another game. Use events or messaging to connect them. Let one system “talk” to another without direct control. This keeps your code flexible and easier to test.
Use Interfaces and Abstraction
If you’re coding in an object-oriented language, interfaces are your best friend. Let’s say you have a character class. It can implement an interface like IDamageable. Now, whether it’s a player, enemy, or destructible barrel, they all respond to damage the same way. This lets you write generic code that doesn’t care about specific game logic. Reuse becomes much easier when everything follows a shared contract.
Build a Core Framework, Then Customize
Think of your architecture like a toolkit. Your core framework should handle the basics: loading assets, managing scenes, handling input, tracking scores. This “engine within your engine” should stay mostly the same from project to project. Then, when building a new game, add only the unique parts. The framework stays the same; the gameplay layer changes.
Folder Structure Matters More Than You Think
A messy project becomes hard to reuse. Organize your codebase with intention. Have separate folders for core systems, game-specific logic, and third-party plugins. Keep reusable code away from game-specific files. Clear folder structure helps when you return to the project months later—or when you copy part of it into a new game.
Create Reusable UI Components
Buttons, menus, health bars—these are common in almost every game. Don’t rebuild them from scratch every time. Make generic UI prefabs or components that can be styled or extended. For example, build a base MenuController script that can handle input and transitions. Customize it later without rewriting the core logic. Reusable UI saves massive time, especially if your games share similar user flows.
Use Scriptable Objects (or Data Assets)
In engines like Unity, Scriptable Objects are a powerful way to store data. You can define enemies, weapons, and settings without hardcoding them into scripts. This keeps logic and data separate. Other engines have similar systems—like data tables in Unreal or JSON config files in custom engines. Reusing these data-driven systems lets you build new content without changing the core code.
Don’t Over-Engineer on Day One
Yes, you want reusable architecture—but don’t fall into the trap of building a massive system before you even have a game. Start small. Build one part well. Then ask: can I reuse this? Iterate and improve. It’s okay if your first project is a little messy. The key is learning which systems are worth refining for reuse.
Build Tools for Yourself
Editor tools or helper scripts make your architecture stronger. Think about things you do over and over again—placing enemies, setting up levels, tuning variables. Build small tools that make those tasks easier. Even simple tools—like a custom inspector or level previewer—can become part of your reusable toolbox. Future-you will thank present-you.
Testing Becomes Easier, Too
Reusable architecture leads to cleaner code, and cleaner code is easier to test. You can test your inventory system without needing a full game scene. You can test input responses without loading a level. When each part works on its own, debugging becomes less of a nightmare. And when you use the system again later, it’s already battle-tested.
Case Study: A Personal Example
Let’s say you made a 2D puzzle game with a grid system, tile manager, and score tracker. A year later, you decide to make a tactical RPG. Because you separated your grid system and tile logic, you can now reuse and expand it. Instead of starting from zero, you’re starting with a working code. You only need to add combat logic. This speeds up development and gives your new project a solid foundation.
Think Like a Game Studio
Even if you’re solo, act like a team. Studios reuse systems to stay productive. They build game engines, not just games. If your first project takes 12 months, imagine if the second only takes 6 because you reused your systems. That’s how you gain momentum. Treat your own work like a growing library of tools. Each project feeds the next.