Overview

Led frontend architecture for a high-performance, canvas-rendered educational game platform built with TypeScript and Konva.js, delivering 600+ commits and ~8,000+ lines of production code across 5 Agile sprints.

Designed for responsiveness, modularity, and scalable feature expansion.


Video Presentation


Frontend Architecture & Performance Engineering

  • Architected strict MVC separation to decouple rendering, state, and interaction logic
  • Designed centralized GameState system to prevent UI-state desynchronization
  • Implemented deterministic screen-switching engine to eliminate race conditions
  • Optimized canvas rendering pipeline using Konva layering and selective redraws
  • Leveraged Konva hit-detection internals for efficient event routing without DOM overhead
  • Reduced interaction latency by isolating drag logic from global re-renders
  • Eliminated unnecessary state mutations to minimize frame drops

UI Systems & Interaction Engineering

  • Built dynamic word-to-blank mapping system with real-time UI updates
  • Implemented drag-and-drop snapping with collision-aware positioning
  • Engineered heart/life failure system with conditional mini-game injection
  • Designed reusable controller abstraction to support independent mini-game integration
  • Refactored canvas layering to resolve z-index and input capture conflicts

Scalability & Maintainability

  • Reduced cross-module coupling via shared state interface
  • Standardized controller patterns to enable parallel feature development
  • Structured file architecture to support independent mini-game modules
  • Improved debuggability by isolating view rendering from business logic

Dev Workflow & Engineering Rigor

  • Enforced feature-branch Git workflow
  • Built GitHub Actions CI pipeline (Node provisioning, lint, build validation)
  • Prevented unstable merges through automated quality gates
  • Led PR reviews and architectural consistency enforcement

Leadership & Ownership

  • Led 6-engineer Agile team across 5 sprint cycles
  • Defined frontend architecture standards
  • Coordinated multi-repo feature integration
  • Resolved rendering, interaction, and state synchronization bugs
  • Delivered production-ready system under strict deadlines

Approach

  • Began with architectural design defining strict MVC boundaries
  • Centralized all gameplay state inside a deterministic GameState model
  • Designed controllers as pure logic units independent from rendering layer
  • Implemented canvas-based rendering via Konva to avoid DOM performance bottlenecks
  • Introduced state-driven transitions instead of event-chained navigation
  • Built mini-game injection mechanism triggered by core game state
  • Established Git-based Agile workflow with sprint milestones and CI enforcement
  • Iteratively refactored modules to reduce coupling and improve maintainability

Results

  • Delivered 600+ commits across 5 structured sprint cycles
  • Produced ~8,000+ lines of production-ready TypeScript
  • Eliminated UI race-condition bugs via deterministic state transitions
  • Achieved smooth drag-and-drop interaction without global re-render penalties
  • Enabled parallel mini-game development through modular controller abstraction
  • Maintained build stability via CI-enforced lint and build validation
  • Shipped scalable architecture capable of supporting additional gameplay modes

Teamwork & Collaboration

This project was completed by a team of six engineers.

I served as frontend architecture lead, responsible for defining structural standards, enforcing MVC discipline, and coordinating integration across independently developed modules.

We followed Scrum-style Agile practices including sprint planning, milestone tracking via GitHub Issues, feature-branch development, and pull request review before merge.

I resolved architectural inconsistencies, standardized file structure, enforced CI compliance, and ensured alignment on state management patterns to maintain long-term scalability.


What I Learned

  • How to architect high-performance canvas-based UI systems
  • How to design deterministic state machines to eliminate race conditions
  • How hit detection enables scalable interaction routing without DOM overhead
  • How strict separation of concerns improves maintainability and team velocity
  • How CI/CD automation reduces integration risk in multi-engineer projects
  • How to lead frontend architecture decisions in an Agile team environment

Next Project

Latent Factor Recommender System for Video Game Ratings
Machine Learning arrow

Latent Factor Recommender System for Video Game Ratings

Matrix factorization–based collaborative filtering model trained on 4.6M Amazon video game ratings.