PC · Multiplayer
Soul Fighters
Built the deterministic, rollback-safe online combat for a competitive 2D fighting game on Photon Quantum 2.
Synchronized, fair, low-latency multiplayer that holds up in production.
Multiplayer is where most Unity projects get stuck. I build networked gameplay across the Photon stack — Quantum, Fusion and PUN2 — including deterministic simulation, rollback, prediction and input buffering. I've shipped online fighting, brawler, racing and arcade games that stay fair and responsive across clients.
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
Built PvP brawler gameplay with Photon Quantum netcode and Solana wallet integration for an NFT game ecosystem.
PC · Multiplayer
Designed and built a physics-based multiplayer racing game with online play, AI opponents and bot backfill.
The full Photon stack — Quantum and Fusion for deterministic, competitive gameplay, and PUN2 for lighter session-based multiplayer. I recommend the right one for your game rather than forcing a default.
Yes. Reproducing and fixing desyncs is a core part of my work — I build custom debug tooling to capture the edge cases that only appear online, then isolate and resolve them.
Deterministic netcode runs an identical simulation on every client, which is essential for competitive, frame-precise games like fighters. For casual co-op, a lighter model like PUN2 is often the better fit.
Send a short brief and I'll reply with an approach, scope and timeline.