PC · Multiplayer
Soul Fighters
Built the deterministic, rollback-safe online combat for a competitive 2D fighting game on Photon Quantum 2.
Mario Antolovic — 7+ years delivering multiplayer, mobile, PC, Steam and WebGL projects, from gameplay systems and networking to optimization and publishing.
A focused selection across multiplayer, RPG, mobile and Steam titles. Each links to a full case study with my exact role and the systems I built.
PC · Multiplayer
Built the deterministic, rollback-safe online combat for a competitive 2D fighting game on Photon Quantum 2.
PC
Engineered the turn-based combat, quest and inventory systems for a Steam-released 2D RPG.
PC · Multiplayer
Developed enemy AI for an IGN-featured online action RPG built on Photon Quantum 2.
PC · Multiplayer
Built PvP brawler gameplay with Photon Quantum netcode and Solana wallet integration for an NFT game ecosystem.
PC
Programmed gameplay and quest systems for an action-RPG metroidvania during its Kickstarter build-up.
PC · Multiplayer
Designed and built a physics-based multiplayer racing game with online play, AI opponents and bot backfill.
Android · Multiplayer
Shipped a multiplayer arcade snake game with online tournaments, leaderboards and a server-backed economy.
Android
Built enemy AI, inventory and core gameplay for a published Android RPG.
Deterministic and session-based netcode on Photon Quantum, Fusion and PUN2 — rollback, prediction and desync debugging.
Core loops, mechanics and modular systems architected to scale and stay maintainable.
Responsive movement, ability frameworks and state-machine-driven combat.
Turn-based and real-time RPG systems: quests, inventory, stats, save/load and progression.
Android and iOS delivery with store publishing and touch-first design.
Profiling-led performance tuning and custom tooling to reproduce hard bugs.
From prototype through production to a shipped, polished release.
Steam and mobile-store publishing, platform integration and post-launch iteration.
Whether you're a studio hiring senior engineers or a founder who needs a reliable freelance developer, there's a clear way to work together.
Concept to shipped build across PC, mobile and WebGL.
Learn moreControllers, combat, systems and mechanics that feel right.
Learn morePhoton Quantum, Fusion and PUN2 netcode that stays fair.
Learn moreFix blocking bugs, desyncs and stalled projects.
Learn moreProfile and fix frame-rate, memory and load bottlenecks.
Learn moreBring your game to a new platform and get it on the store.
Learn moreArchitecture and networking guidance before you build.
Learn moreFast, playable prototypes to validate a mechanic.
Learn moreCredibility over claims. These are live, checkable links to shipped games and profiles.
Titles including Riviera: The Promised Land, Blood of Yamin, Soul Fighters and SurfPunk — with public Steam pages.
Multiple games live on Google Play and the iOS App Store, from RPGs to arcade and puzzle titles.
From first conversation to post-launch support — you always know what's happening and what's next.
We clarify goals, scope, platforms and constraints so the plan fits your project.
I define the architecture, tooling and milestones before writing production code.
Modular, tested systems built in visible increments you can follow.
Functional, edge-case and platform testing — including online cases for multiplayer.
A stable, documented build handed off, or shipped to the store.
Fixes, iteration and live-support work after release when you need it.
Tell me what you're building. I'll reply with a clear approach, realistic scope and honest timeline — no pressure, no jargon.