PC · Multiplayer
Soul Fighters
Built the deterministic, rollback-safe online combat for a competitive 2D fighting game on Photon Quantum 2.
Modern Unity multiplayer on the Photon Fusion stack.
I build Unity multiplayer across the Photon stack, including Photon Fusion for state-synced and shared-mode networking. My multiplayer work spans deterministic Quantum titles and PUN2 games, so I bring the same rigor — prediction, lag compensation and clean network architecture — to Fusion projects.
Not sure if this fits? Tell me about your project and I'll give you an honest answer — including if another approach serves you better.
Real projects that demonstrate this work.
PC · Multiplayer
Built the deterministic, rollback-safe online combat for a competitive 2D fighting game on Photon Quantum 2.
PC · Multiplayer
Developed enemy AI for an IGN-featured online action RPG built on Photon Quantum 2.
PC · Multiplayer
Designed and built a physics-based multiplayer racing game with online play, AI opponents and bot backfill.
Multiplayer fundamentals — authority, prediction, lag compensation and clean sync — carry across the Photon stack. I've shipped deterministic Quantum netcode and PUN2 multiplayer, and I apply the same discipline to Fusion.
Fusion suits most session-based co-op and PvP games; Quantum is the choice when you need deterministic, rollback-safe simulation for competitive precision. I'll recommend based on your game.
Yes. I can review your requirements, recommend the right Photon product, and stand up the networking foundation your gameplay builds on.
Send a short brief and I'll reply with an approach, scope and timeline.