Tech stack

Technology chosen by the game, not by habit.

Chwezi Games uses Godot, Unity, Unreal Engine, TypeScript, Blender, backend services, telemetry, and release automation as a practical stack. The exact route depends on player promise, platform, team ownership, performance budget, release path, and evidence cost.

Godot

2D-first prototypes, educational games, narrative loops, and lightweight mobile or web delivery.

Use when ownership, speed, and small-team production matter more than a large plugin marketplace.

Unity

Commercial mobile, cross-platform 3D, ads/IAP, analytics SDKs, and client teams already familiar with C#.

Use when the ecosystem lowers release risk enough to justify the tooling.

Unreal Engine

High-fidelity 3D, cinematic vertical slices, multiplayer experiments, and publisher-facing visual prototypes.

Use when the production promise actually needs Unreal's visual and pipeline weight.

TypeScript Web

Playable browser demos, production dashboards, internal tools, telemetry processors, and marketing sites.

Use for fast distribution, inspection, and web-native instrumentation.

Blender

3D asset blocking, modelling, animation, export checks, LODs, and visual-development packs.

Use as the shared asset workshop before engine import.

GitHub Actions

Build checks, linting, static validation, deployment previews, and release evidence.

Every client or owned build should have a reproducible mainline.

Engines

Engine choice follows the player promise, target platform, team skill, performance budget, and release path.

  • Godot
  • Unity
  • Unreal Engine
  • TypeScript/WebGL

Gameplay Architecture

Game rules remain inspectable so saves, AI, quests, progression, and economies can be tested.

  • State machines
  • Typed events
  • Data schemas
  • Rule tests
  • Debug views

Art and Content Pipeline

Art direction is production-aware: readable on target devices and maintainable by the team that inherits it.

  • Blender
  • Aseprite-ready 2D flow
  • Texture budgets
  • LOD checks
  • Import validation

Backend and Live Features

Online features start as narrow spikes; authoritative state, abuse risk, and privacy are decided before scaling.

  • Node/TypeScript
  • PostgreSQL
  • Firebase/Supabase when fit
  • Leaderboards
  • Telemetry

Release and QA

A build is not accepted because it opens; it needs repeatable source, route, device, and quality evidence.

  • GitHub Actions
  • Build artefacts
  • Device smoke tests
  • Profiler captures
  • Accessibility checks

Website and Growth

Every game needs a public proof surface: what it is, who it is for, how it plays, and what evidence exists.

  • Astro
  • TypeScript
  • Static hosting
  • SEO schema
  • Campaign landing pages

Engineering rule

Game rules should be inspectable.

Simulation, presentation, authoring data, persistence, and tests stay separate.

Save data is versioned. Content schemas are validated before teams create volume.

AI behaviour exposes perception, scores, state, and action choices in debug views.

Every released build has a reproducible source state and build evidence.