Unity ECS.
Room for a bigger world.
Freelance Unity ECS and DOTS development for interconnected simulations, procedural worlds and the tools your team needs to build them.
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Systems that fit the world.
Simulation architecture
Turn the relationships between world data, simulation steps and presentation into an architecture the team can extend. ECS is a tool for the workload, not a requirement for every part of the game.
Performance investigation
Start with a representative workload and a measured bottleneck. Then identify whether data layout, update frequency, structural changes or another part of the frame deserves attention.
World and editor tools
Procedural generation, saving and custom editors need to work together. Tools should help the team inspect and change the world without making every iteration a code task.
Inside Grey Eminence.
As Unity Lead Developer, I developed the main Unity DOTS architecture and worked on a grand strategy simulation spanning more than one million hexagonal tiles.
My contributions included procedural globe generation, save systems and a globe editor for world customization. The tile count describes the project’s scope; it is not a frame-rate benchmark.
“Very rarely can you find someone with the breadth of knowledge that Jack possesses.”
Start with the workload.
Share the kind of world you are simulating, your target hardware and the next problem to solve. If a project already exists, a representative scene and profiler capture are more useful than an entity count alone.
We can discuss a contained system, an architecture review or an integration into the existing project. Multiplayer is a separate service; you do not need both.
Read: before rewriting a system in ECS
Connecting players instead? See Unity multiplayer development.