Multiplayer Game Development
I build Unity multiplayer systems with Photon PUN 2. My World War F project connects room creation, matchmaking, resource management, construction and combat in one online strategy game. I also work on local cooperative mechanics, which have different input and shared-state requirements.
Discuss Your ProjectWhere I can help
Connect the lobby to the match
Room creation, joining, player selection and spawning need a coherent flow. I define which state belongs to the lobby and which belongs to the running match before connecting presentation.
Keep gameplay consistent between players
Resources, construction, combat events and win conditions must agree across clients. World War F uses RPC-driven events and synchronized variables for these systems.
Support cooperative play
Pico Cat demonstrates local dual-character input and puzzle triggers. Local co-op and online multiplayer are scoped separately; a local co-op example is not evidence of online networking.
Relevant work
- World War F case study
Photon PUN 2 lobbies, networked resources, combat and a shared victory sequence.
- Pico Cat case study
Local cooperative movement, independent input and shared puzzle logic.
How the work moves forward
- Agree the player interaction model, intended platforms and whether play is online or local.
- Map ownership and synchronized events, then prototype the lobby-to-match flow.
- Integrate gameplay incrementally and test state changes across connected clients.
- Review disconnect and restart behavior and document the chosen networking constraints.
Before we start
Which networking technology do you work with?
The documented online project uses Photon PUN 2. If your project uses another stack, I will review it before confirming scope; I do not claim experience with every Unity networking package.
How many players can the game support?
That depends on the game, synchronization model and service limits. Player capacity, latency and hosting costs need to be tested for your project; this portfolio does not publish verified capacity benchmarks.
Let’s scope your project.
Share the target platform, current stage, required features and timeline. Based in Lahore, Pakistan — available for remote projects worldwide.
Discuss Your Project