
PRODUCED IN PARTNERSHIP WITH


Sepehr Ghasemi
Unity Software Engineer
Hololight GmbH

Sepehr Ghasemi is a Unity software engineer based in Germany, hands-on with the engine since 2018, with 4 years of professional experience across XR and mobile games. He started at an early-stage startup, where he shipped XR mobile games on iOS, Android, and Meta Quest. Since then his work has spanned the range of the Unity ecosystem: multiplayer VR on Quest, an AI-driven app on Apple Vision Pro, and multiplayer mobile projects, usually with end-to-end ownership, from client architecture to backend. He cares a lot about architecture that survives team growth, code you can actually test, and systems that keep working when the network doesn't.
Your Idle Game Economy Is a Dependency Graph. Treat It Like One.
Lightning talk
In an idle game, everything derives from everything: turret level feeds DPS, DPS affects enemy HP, kills feed income, income feeds upgrade costs, and all should consider the desired progression speed. One tap ripples through dozens of derived values, and both common fixes (recompute everything, or hand-wired update calls) fall apart as the economy grows. The third option: model your stats as an explicit dependency graph. Declare base properties and calculators; when an input changes, only the affected subgraph recomputes, exposed as reactive properties. One idea, a working open-source Unity package, 20 minutes.
