Beyond Canvas: Frontend Game Architecture with React and Phaser
- Time
- 2026-08-09 15:15 ~ 15:45
- Speaker
- Leo Kuo
- Room
- TR311
- Co-write
Abstract
Frontend technologies are no longer limited to building websites. They can also form a practical toolchain for developing 2D games. This talk uses Final Inning Baseball as a case study to explore how React, Phaser, Redux, and modern frontend tools can be used to build a game product that runs on both Web and Mobile.
Phaser is responsible for the core game layer, including scenes, sprites, animation, input, and the game loop. React, on the other hand, is better suited for the application layer around the game, such as menus, settings, modals, UI states, flow control, and responsive interfaces.
When a game becomes more than an interaction inside a canvas and starts to include multiple screens, data flows, persistence, and product-level user experience, the boundary between Phaser and React becomes an important architectural decision. This talk discusses what state should stay inside Phaser, what state should be managed by React / Redux, how the architecture can be extended to mobile apps with Capacitor, and how this Web-based stack compares with Unity / Godot in terms of development speed, testing, automation, deployment, and product integration.
Speaker
Leo Kuo
設計背景出身的前端工程師,主要使用 Angular、React 與現代 Web 技術開發產品。平常關注前端架構、開發者體驗、互動介面與效能優化,近年持續探索 Web 技術在遊戲開發上的應用。 目前為獨立遊戲開發者,持續開發《終局棒球》。過去也曾參與 js13kGames、Gamedev.js Jam 等 Web 遊戲開發挑戰。本次分享整理遊戲實際開發過程中的架構判斷、技術取捨,以及遇到的問題與解法。
A design-background frontend engineer turned indie game developer. Previously built products with Angular and React, with a focus on frontend architecture, developer experience, and performance. Now working full-time on Final Inning Baseball, an indie baseball game.