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Solo Developer  |  2026.02 — Present

TFramework

TFramework

Overview

TFramework is a personal game foundation framework built by consolidating lessons from my production experience into reusable modules.

Responsibilities

I handled the entire process alone, from concept and architecture to implementation.

  • Introduced clean-architecture and MVP-style patterns
  • Used VContainer for dependency injection
  • Applied R3 and UniTask to support reactive and event-driven flows

Challenges

Core systems such as UI management, audio management, and state transitions often have to be rewritten for each new project. That tends to slow down development and reduce maintainability. As projects scale, singleton-heavy designs also make the codebase harder to test and evolve.

Solutions

To solve those issues, I packaged reusable components into TFramework, keeping the design independent from a specific genre.

  • Replaced singleton-heavy ownership with VContainer-based dependency injection
  • Used R3 (Reactive Extensions) for events and state changes to support declarative UI binding with low allocation overhead
  • Implemented an asynchronous UI manager that natively supports Addressables

Results

TFramework is now being used as the foundation for my personal title “Vox Dungeon,” covering battle flow, scene transitions, page-stack UI management, and Addressables-based asset loading. I continue feeding lessons from practical use back into the framework, including DI scope tuning, EventSystem ownership, and audio-listener placement strategies.

The architecture knowledge gained from this project also feeds back into production work, especially around design proposals and code reviews.

Next Project

Vox Dungeon →