Unannounced Unity Multiplayer Project
Unannounced Unity multiplayer project where I worked on gameplay systems, networking, physics interactions, diagnostics, and performance optimization.
This project is not publicly announced, so screenshots, footage, project name, and unreleased design details are not shown.
Key Engineering Work :
- Gameplay & networking flows
- Synchronization & replication
- Latency & desync investigation
- Diagnostics
- Performance optimization
- AI-assisted engineering workflows
Led the networking implementation for gameplay flows involving owner-controlled vehicles, server-handled collision moments, and remote player presentation.
Debugged client/server state synchronization, snapshot timing, interpolation, replication cadence, and tick-rate behavior.
Investigated vehicle-to-vehicle collision desync, proxy delay, correction behavior, high-ping presentation issues, and latency simulation results.
Added diagnostics around snapshot health, network timing, RTT/jitter behavior, presentation delay, visual offset, and gameplay-state mismatches.
Optimized gameplay spikes through object pooling, audio/VFX warmup, decal limits, fixed-timestep analysis, and network tick-rate tuning.
Used structured AI-assisted engineering workflows with Codex and Claude for code audits, implementation passes, regression analysis, and refactor planning.
Tech Focus :