Less Engine, More Game: Building a Game Engine Inside a Game Engine

What if limiting a general-purpose game engine could actually make development faster? This talk explores building a smaller, genre-specific engine on top of a broader one, replacing low-level concepts with reusable building blocks that simplify development and speed up iteration. A point-and-click adventure engine built with PlayCanvas React provides the case study, turning generic engine features into rooms, characters, hotspots, dialogue and inventory. PlayCanvas is the demo, but the idea applies equally to engines such as Godot, Unity and Unreal: invest in the abstraction once then spend more time building the game.
Paul Barrett
Software developer based in Belfast. Mainly frontend development & web design but also 3D modelling, animation, game development.

