Thomas Fleming is a software engineer at PlaySide’s Gold Coast office. He’d love to say he spends his days crafting amazing game features — but lately, it’s mostly meetings and architecture reviews so others can carry that torch. He works on client-driven projects ranging from prototypes to full-scale game releases, with a focus on clean architecture and adaptable systems. When he’s not wrangling game architecture, he’s usually painting miniatures, running D&D, or wondering if his code will survive the next design pivot.
In live ops, change is constant — whether it’s coming from internal stakeholders, client demands, or unexpected player behavior. Your systems need to survive shifting priorities, evolving content, and the steady churn of contributors. If you’ve ever had to rewrite a “final” system to meet new requirements, this talk is for you.
Thomas Fleming is a software engineer at PlaySide’s Gold Coast office. He’d love to say he spends his days crafting amazing game features — but lately, it’s mostly meetings and architecture reviews so others can carry that torch. He works on client-driven projects ranging from prototypes to full-scale game releases, with a focus on clean architecture and adaptable systems. When he’s not wrangling game architecture, he’s usually painting miniatures, running D&D, or wondering if his code will survive the next design pivot.