Multiplayer & Netcode Engineer
Solo developer shipping across engines and disciplines, the only engineer on most of these problems.
WarSpeed: First Metal (Godot 4) - shipped a commercial single-player space-combat game end to end: combat loop, reactive enemy AI with dynamic pursuit/evasion, physics, UI framework, original score, sound design, performance optimisation and the cloud build pipeline.
Starbrone (Godot 4) - networked space combat built for large team battles. Global matchmaking and lobby systems on Nakama, deployed to Edgegap edge servers, tuned at 16v16 and validated with 200+ players across concurrent regional playtests.
Dawn Striker (Unreal Engine) - ~40-player battle royale prototype on Epic Online Services: multiplayer lobby, matchmaking flow and core BR combat loop.
Roblox (Luau) - published titles including Endless Castle, a multiplayer sword-fighting game with server-authoritative combat, and a boids-based flocking fish game- Deep Blue on Roblox.
Migrated a live multiplayer game off Unity Multiplay onto Edgegap/EOS after Multiplay support ended - matchmaking, sessions and dedicated-server hosting moved with continuity.
SkipIt - built the entire WebRTC stack by hand: signalling server, NAT traversal, UDP hole punching, STUN/TURN fallback.
AdMesh - in-game ad delivery and billing platform with native SDKs in Godot, Unity and Unreal; load-tested to 10,000 concurrent sessions across 100 physical devices.
VEX - fully local speech-to-speech AI for game characters at 700-800 ms on consumer GPUs, running alongside a live game. Full context aware NPCs and Co-Characters.