Vox

Vox

Multiplayer & Netcode Engineer at Stellar Siege Studio
🇮🇳 Pune, MH, India

Senior multiplayer & netcode engineer · server-authoritative systems, prediction & rollback · Unreal, Unity, Godot 4,

Open to full-time work, freelance projects, collaborations, consulting · Available now
senior game developer

At a glance

Specialty
Multiplayer netcode & gameplay systems
Engines
Unreal · Unity · Godot 4 · Roblox
Largest playtest
200+ concurrent players (16v16)
Experience
4+ years, usually the only engineer
Based in
Pune, India (IST) · remote-ready
Work location
Remote preferred, open to office
Relocation
Open to relocation

About

I build multiplayer games and the systems underneath them, gameplay, netcode, tools, backend. Three years across Unreal, Unity, Godot 4 and Roblox, usually as the only engineer on the problem.

My depth is at the transport layer. Not just middleware, Nakama, Edgegap, Epic Online Services, SpacetimeDB,- but the networking beneath it: for SkipIt I hand-wrote a full WebRTC stack, signalling through NAT traversal, UDP hole punching and STUN/TURN fallback. That's the layer most teams let middleware hide.

Shipped work: WarSpeed: First Metal, a commercial space-combat game built solo in Godot 4 , combat loop, reactive enemy AI, physics, UI framework, original score, sound design and cloud build pipeline. Starbrone, a 16v16 networked title on Nakama/Edgegap validated with 200+ players in concurrent regional playtests. Dawn Striker, a ~40-player battle royale prototype on Epic Online Services. Published Roblox titles in Luau, including server-authoritative melee combat.

On a recent paid founding-engineer trial I built a 26 km² streamed open world holding 500 server-driven NPCs at 60 fps on SpacetimeDB, hand-written interest management and state replication under a hard frame budget.

I also build game-adjacent systems end to end: AdMesh, an in-game ad delivery and billing platform with native SDKs in Godot, Unity and Unreal, load-tested to 10,000 concurrent sessions; and VEX, a fully local speech-to-speech AI pipeline for game characters running at 700–800 ms on consumer GPUs.

Right now I'm going deep on Roblox's new Server Authority model, client prediction, rollback and re-simulation. which is the same architecture I've already shipped on dedicated servers.

Services

Server Authority migration & netcode audit

From $120/hr, also offered fixed-fee from $2,500 per project

Server-authoritative gameplay, client-side prediction and reconciliation, state replication, interest management, matchmaking and lobby architecture. Nakama, Epic Online Services, Edgegap and SpacetimeDB - or raw sockets and WebRTC where middleware does not fit. Unreal, Unity, Godot 4 and Roblox.

Multiplayer & netcode engineering

From $85/hr

A focused review of an existing multiplayer game: where latency actually comes from, what the server trusts that it should not, how state is replicated and what it costs. You get measured numbers and a prioritised fix list, not opinions. Includes load and soak testing.

On-device AI for game characters

From $100/hr

Local speech-to-speech and small-model pipelines that run on the player machine instead of a cloud API, no per-token cost, no network round trip. I have this working end to end at 700-800 ms on a laptop ranging RTX 2050-4050 alongside a running game , with four model tiers benchmarked.

Skills & Tools

Multiplayer Netcode
Unreal Engine
Unity
Godot 4
Roblox Studio

Experience

S

Multiplayer & Netcode Engineer

Stellar Siege Studio 🇮🇳Pune, MH, India
2022 - Present

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.

Education

Electronics and Telecommunication

International Institute of information technology, Pune. Jul 2024-Present

Projects

WarSpeed: First Metal

Endless Fortress (Roblox)

Credits

Publications

Summary Expanded