Professional
Holocards
Open World & Multiplayer Infrastructure
ROLE & IMPACT
As the Multiplayer Architect , my focus was on the Network Infrastructure Stability . I designed the system that manages Lobbies, Rooms, and player instantiation within the "Cyberverse" open world.
I implemented the core replication logic using Photon PUN, ensuring that players could see each other, chat, and transition seamlessly between the City Hub and the various minigame instances (like Obstacle Racing) without connection drops.
Technical Overview
Holocards is a 3D open-world game where robotic beings inhabit a technological city. The project features a persistent hub where players gather before entering competitive matches.
The technical challenge was managing the state synchronization of dozens of avatars in a mobile environment. I structured the Photon network logic to handle:
1. Lobby Management: Efficient matchmaking and room creation.
2. Basic State Replication: Synchronizing position and rotation for the open world and racing modes.
Implementation Highlights
Photon Infrastructure
Implemented the core connection logic, including Lobby management, Room creation, and player spawning.
Open World Sync
Managed the synchronization of player avatars (movement/animation) within the main city hub.
Session Stability
Ensured robust connection handling for mobile networks, managing disconnects and rejoins.
Mobile Optimization
Optimized network traffic (bandwidth usage) to maintain performance on Android/iOS devices.
Metrics
client Cosmo Flakes
platform Android / iOS
gameplay Open World Hub
role Multiplayer Architect
Tech Stack
Unity Photon PUN C# Multiplayer Architecture Open World