game-code-review
AlterLab GameForge -- Game Code Review Workflow
Game code has failure modes that web code does not. A web app that allocates memory in a request handler costs you some latency. A game that allocates memory in an update loop costs you frame drops that players feel in their hands. A web app with a state management bug shows stale data. A game with a state management bug lets the player walk through walls or fire invisible bullets. Celeste's codebase is legendary precisely because Maddy Thorson and Noel Berry treated frame-perfect input handling as a first-class engineering concern -- and the result is the tightest platformer ever shipped.
This workflow reviews game code through two lenses simultaneously: standard software quality (naming, structure, testing, documentation) and game-specific correctness (frame independence, hot path performance, state machine integrity, resource lifecycle). Both lenses matter. Factorio maintains a million-entity simulation at 60fps because Wube Software treats architecture as a gameplay feature. Ignoring either lens produces code that is either well-structured but broken at runtime, or high-performing but unmaintainable.
Purpose & Triggers
Use this workflow when:
- A developer asks "review my game code" or "check my architecture"
- Before merging a significant feature branch
- When debugging a performance issue and suspecting structural causes
- When a new developer joins and needs to understand code quality standards
- After prototyping, when deciding which code to promote to production
- When transitioning from prototype to production-quality codebase