Multiplayer · Networking · Real-time
Multiplayer that just works
Multiplayer is where most Unity projects go to die: state desync, ghost players, reconnection bugs. I've shipped both a real-time multiplayer shooter and an online card game to production — and I build netcode that survives real networks, not just localhost.
What you get
- The right architecture for your game — real-time sync, turn-based, or hybrid
- A clear-eyed stack recommendation: Netcode for GameObjects, Photon, Mirror, or custom
- Rooms, lobbies, and matchmaking that handle real-world player counts
- Reconnection and host-migration handling — players drop, the game survives
- Client-side prediction and lag compensation where the gameplay demands it
- Load testing before launch day, not after
Proof, not promises
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Maze Militia
Online multiplayer shooter with real-time battles
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Raja Rani Chor Police
A classic Indian card game, rebuilt as online multiplayer
A real-time multiplayer FPS and a turn-based online card game — both shipped, both run through their full production lifecycle.
Common questions
Can you add multiplayer to an existing single-player game?
Yes, but honestly: it's a surgery, not a patch. I start with an architecture review to map what needs to change, give you a real estimate, and then do the work without breaking the single-player experience.
Which networking solution do you recommend?
It depends on the game — that's the honest answer. Turn-based games have different needs than shooters. I've worked across the major stacks and recommend based on your player counts, budget, and hosting constraints, not on habit.
Tell me about your project
A short message is enough — what you're building, the platform, and roughly when you need it. I read every message and usually reply within a day.