Unit of Work Plan - Nokia Snake Game

Plan for work-unit decomposition

Unit of Work Plan - Nokia Snake Game

Context

Based on the application design, we need to decompose the Nokia Snake game into manageable units of work for development. The game is a web-based application with:

  • Centralized state management (Redux-like pattern)
  • WebGL rendering with 2D context
  • Plugin architecture for extensibility
  • Full game state persistence

Decomposition Plan Steps

Step 1: Analyze Application Design

  • 1.1 Review Components

    • Game Engine Component
    • Rendering Component
    • Input Handler Component
    • State Management Component
    • UI Component
    • Score/Game State Component
  • 1.2 Review Services

    • Game Orchestration Service
    • Score Service
    • Event Bus Service
    • Plugin Manager Service
  • 1.3 Review Plugin System

    • Power-up Manager Plugin
    • Audio Manager Plugin
    • Analytics Plugin

Step 2: Determine Decomposition Strategy

  • 2.1 Evaluate Decomposition Approaches

    • Monolithic single unit (entire game as one unit) - SELECTED
    • Functional units (by component type)
    • Layer-based units (presentation, business logic, data)
    • Feature-based units (gameplay, UI, services, plugins)
  • 2.2 Consider Development Factors

    • Team size and structure: Single developer
    • Development timeline: Standard
    • Testing strategy: End-to-end testing only
    • Deployment requirements: Single web app deployment

Step 3: Define Unit Boundaries

  • 3.1 Identify Unit Candidates

    • Core Game Engine Unit
    • Rendering & UI Unit
    • Input & State Management Unit
    • Services & Orchestration Unit
    • Plugin System Unit
  • 3.2 Define Unit Responsibilities

    • Map components to units
    • Map services to units
    • Define unit interfaces
    • Specify unit dependencies
    • Plugin System Unit
  • 3.2 Define Unit Responsibilities

    • Map components to units
    • Map services to units
    • Define unit interfaces
    • Specify unit dependencies

Step 4: Create Dependency Matrix

  • 4.1 Map Unit Dependencies
    • Identify dependency directions
    • Document dependency types (compile-time, runtime)
    • Identify circular dependencies
    • Plan dependency resolution

Step 5: Map to Development Workflow

  • 5.1 Development Sequence
    • Determine unit development order
    • Identify parallel development opportunities
    • Plan integration points
    • Define testing strategy per unit

Step 6: Questions for User Input

Question 1: Decomposition Approach

How should we decompose the game into units of work?

A) Single monolithic unit - Entire game as one development unit (simplest) B) Two units - Core game engine + UI/services (balanced approach) C) Three units - Game engine, Rendering/UI, Services/plugins (modular) D) Four+ units - Fully decomposed by component type (most modular)

Question 2: Development Team Structure

What is the expected development team structure?

A) Single developer working on everything B) Small team (2-3 developers) with some specialization C) Larger team with clear component ownership D) Not sure / doesn't matter

Question 3: Deployment Strategy

What deployment strategy should we plan for?

A) Single web application deployment (all-in-one) B) Modular deployment with lazy loading C) Micro-frontend architecture (if scaling to multiple games) D) Not applicable - simple static hosting

Question 4: Testing Strategy

What testing approach should we use?

A) End-to-end testing only (simplest) B) Unit testing for core logic + integration testing C) Comprehensive testing (unit, integration, e2e, performance) D) Test-driven development (TDD) approach

Question 5: Code Organization (Greenfield)

How should we organize the codebase?

A) Flat structure - all files in root or few directories B) Feature-based structure - directories by feature/component C) Layer-based structure - presentation, domain, infrastructure D) Hybrid approach - combination of above

Question 6: Build and Tooling

What build and tooling approach should we use?

A) Simple - minimal tooling, manual builds B) Standard - npm scripts, basic bundler C) Comprehensive - full CI/CD, automated testing, bundling D) Production-grade - advanced tooling, optimization, monitoring

Step 7: Generate Unit Artifacts

  • Generate unit-of-work.md with unit definitions
  • Generate unit-of-work-dependency.md with dependency matrix
  • Generate unit-of-work-story-map.md (N/A - no user stories)
  • Document code organization strategy

Step 8: Validate Unit Boundaries

  • Validate unit responsibilities are clear
  • Validate dependencies are manageable
  • Validate development workflow is practical
  • Validate testing strategy is feasible

Step 9: Security and Compliance

  • Ensure security considerations per unit
  • Verify SECURITY baseline compliance per unit
  • Document security responsibilities per unit

Step 10: Final Review

  • Review decomposition for completeness
  • Ensure all components are assigned to units
  • Verify unit interfaces are well-defined
  • Confirm development sequence is logical

Follow-up Questions

Follow-up to Question 4: Testing Strategy

You selected "End-to-end testing only" (A). For a game with complex logic like collision detection, game rules, and state management, would you consider: A) Stick with end-to-end testing only (simplest) B) Add unit testing for core game engine logic C) Add integration testing for component interactions D) Comprehensive testing approach

Follow-up to Question 5: Code Organization Details

You selected "Feature-based structure" (B) with a single monolithic unit. Could you clarify the preferred feature organization? A) By component type (game-engine/, rendering/, ui/, services/) B) By game feature (gameplay/, rendering/, input/, state/, ui/) C) By domain (core/, presentation/, infrastructure/) D) Other (please describe)

Follow-up to Question 6: Build Tooling Details

You selected "Standard - npm scripts, basic bundler" (B). Which bundler/tooling approach? A) Webpack with basic configuration B) Parcel (zero-configuration) C) Vite (modern, fast) D) ES modules only (no bundler)