I will develop unity multiplayer game backend photon netcode mmo unity game developer


About this gig
You have a game concept and a player count you want it to hold. I build the whole thing in unity, single player or online multiplayer & I build the backend that keeps it standing under real players.
I DEVELOP:
- full unity game development from concept to shipped build
- multiplayer game development for pc, mobile, webgl and console
- core gameplay loop, controls, combat, progression, economy
- levels, ui, hud, menus, inventory, shop and settings systems
- art and asset integration, animation, vfx, audio implementation
- monetization, in app purchase, rewarded ads, remote config
- store builds for steam, google play, app store and itch
GAME BACKEND:
- dedicated servers, playfab, unity gaming services, amazon gamelift
- player accounts, authentication, cloud save, inventory, currency
- matchmaking, lobbies, parties, invites, region routing
- leaderboards, achievements, analytics, crash reporting, live ops
MULTIPLAYER STACK:
- photon fusion, photon pun 2, netcode for gameobjects, mirror, fishnet
- client prediction, server reconciliation, lag compensation
- host migration, reconnect handling, server authoritative anti cheat
I ALSO FIX: desync, rubber banding, lag, disconnects, broken builds outside the editor
Get to know Victor P
FIVEM, UNITY, ROBLOX GAME DEVELOPER
- FromUnited Kingdom
- Member sinceOct 2025
Languages
English, French, Dutch, German
FAQ
Do you develop the whole unity game, or only the multiplayer part?
Both. Full unity game development covers the core loop, controls, levels, ui, progression, economy, save systems and store builds. Multiplayer is layered in from the start rather than retrofitted, which avoids the rewrite that happens when networking is added to a finished single player game.
Which networking solutions and game backend do you use?
Photon fusion, photon pun 2, netcode for gameobjects, mirror and fishnet, backed by playfab, unity gaming services or amazon gamelift. The choice depends on your concurrent player target, platform and budget rather than habit. I recommend one and explain the tradeoff before you order.
I already have a single player build. Can you turn it into multiplayer?
Yes, and it is a common order. I audit your code, move authority for movement, health, currency and inventory to the server, add prediction and interpolation on the client, then layer lobbies and matchmaking on top. Send the build and I will scope the work before you order.
Do you handle art, animation and audio, or do I supply assets?
Either way. I integrate art you already own, or I source and implement assets to match your direction. Animation, vfx and audio implementation are included in the build. If you need original art created rather than sourced, tell me at scoping and I will price that separately.
Can you build dedicated servers and stop cheating in my multiplayer game?
Yes. Dedicated servers are required for competitive, extraction and anything with real money at stake. Server authoritative design means the server owns position, health, currency and inventory while the client sends inputs only, plus rate limiting, sanity checks and reporting tools.
Will you add monetization, in app purchase and store builds for launch?
Yes. Monetization covers in app purchase, rewarded ads, currency, shop and remote config so you can tune balance without shipping a patch. I produce signed store builds for steam, google play, the app store and itch, and handle the platform requirements each one asks for.
My game is bigger than the premium package. How does that work?
Message me first. Larger builds are quoted as a custom offer once I see the concept, your concurrent player target and your launch date. I scope in milestones with a playable deliverable at each stage, so you never pay for months of work you cannot test. Retainers are available.

