Building Universes from Code: Points as the Skeleton of a Living World
- Tim Ellis
- Dec 20, 2025
- 2 min read
Series: The Architecture of Presence - Part 3

As systems mature, you begin to see the pattern.
Spawn points. Checkpoints. Audio emitters. Trigger locations. Moments of interaction.
They are not separate ideas - they are expressions of the same underlying truth:
that worlds are shaped not just by geometry, but by meaningful locations within that geometry.
By treating these as a unified concept - points that describe intent rather than implementation - the engine gains a quiet elegance. Systems no longer need to know what something is used for; they only need to know that this place matters.
And so, a single point can become many things. A beginning. A memory. A signal. A decision.
This abstraction does something profound. It reduces complexity while increasing possibility. It allows creators to place ideas into a world, not just objects. And it allows the engine to interpret those ideas consistently, across audio, gameplay, narrative, and beyond.
In the end, this is how digital worlds begin to feel coherent. Not because every system is tightly coupled, but because they all agree on what matters - and where.
Because in any universe, real or simulated, structure emerges not from chaos…but from the quiet agreement that certain points in space are worth paying attention to.
Continue the Journey
This article completes this week’s three-part exploration into ‘The Architecture of Presence’.
This week’s chapters are:
- Part 3: Points as the Skeleton of a Living World (you're here)
Curious what it feels like to build your own game?
Join our beta program and start your world.
Tim Ellis









Comments