Knowledge areas

The areas where I build knowledge, and the boundaries between them.

Updated: 2026-09-29

Table of contents

I’m building my knowledge in a few areas. Unreal Engine already has its own hub in the Topics section, where I collect notes, references, and guides; the other areas will get theirs as I publish in them. Each post belongs to one primary area and lives in that hub. When a post spans multiple areas, the other areas are reflected in its subtopic and tags, which provide additional ways to find it.

Unreal Engine

The main pillar: architecture, lifecycles, the Gameplay Framework, C++ in Unreal Engine, the editor, tooling, and engine-specific debugging and performance. The reference material I write here exists because I need it myself while working on projects.

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Software Engineering

Engineering practices that apply regardless of the engine: architecture, modularity, refactoring, testing, debugging, API design. I apply them across projects and technologies.

Game Development

Games as products, and the process of making them. This area covers game design, production, scope, management, shipping, and the business side of indie game development — from the initial idea to the finished game.

Building Automation

Loxone, system integrations, reliability, monitoring. The knowledge comes from a single deployment that I maintain day to day.

Elsewhere

Everything that does not fit into the other areas: thought experiments, side explorations, interdisciplinary content.