In this presentation we discuss the need to decouple game code and game data in current games. Viewing games as
data-independent, data-processing systems can empower the designer and artist to easily add new content and to
experiment and fine-tune the game mechanics potentially leading to better and more expandable games. To put the
discussion into context we present the way we have structured the data-driven system in Space Debris and the flexibility it
provided during level design.