Service

Unity Multiplayer Developer

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.

What you get

  • Networked gameplay on Photon Quantum, Fusion or PUN2
  • Deterministic simulation, rollback and client prediction
  • Input buffering, lag compensation and desync debugging
  • Matchmaking, lobbies and bot backfill
  • Custom tooling to reproduce and fix online edge cases

Best for

PvP and competitive gamesCo-op and session-based gamesTeams facing desync or netcode problems

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.

Proof

Relevant case studies

Real projects that demonstrate this work.

Soul Fighters — 2D Fighting Game gameplay PC · Multiplayer
2D Fighting GameUnity 2021 LTS

Soul Fighters

Gameplay & Multiplayer Programmer

Built the deterministic, rollback-safe online combat for a competitive 2D fighting game on Photon Quantum 2.

Case study Unity · C# · Photon Quantum 2
SurfPunk — Action RPG gameplay PC · Multiplayer
Action RPGUnity 2023 LTS

SurfPunk

Gameplay Programmer

Developed enemy AI for an IGN-featured online action RPG built on Photon Quantum 2.

Case study Unity · C# · Photon Quantum 2
Plush Fight League — Multiplayer Brawler gameplay PC · Multiplayer
Multiplayer BrawlerUnity 2020 LTS

Plush Fight League

Gameplay Programmer (Contract)

Built PvP brawler gameplay with Photon Quantum netcode and Solana wallet integration for an NFT game ecosystem.

Case study Unity · C# · Photon Quantum
Lost in Pace — Multiplayer Racing gameplay PC · Multiplayer
Multiplayer RacingUnity 2020 LTS

Lost in Pace

Solo Developer

Designed and built a physics-based multiplayer racing game with online play, AI opponents and bot backfill.

Case study Unity · C# · Photon PUN2
FAQ

Common questions

Which networking solutions do you use?

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.

Can you fix desyncs in an existing multiplayer game?

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.

What is deterministic netcode and do I need it?

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.

Let's talk

Ready to move forward with unity multiplayer developer?

Send a short brief and I'll reply with an approach, scope and timeline.