Photon Fusion developer for Unity multiplayer games
I build and fix real time multiplayer for Unity games with Photon Fusion and Fusion 2. Studios can bring me in to design the netcode, ship a multiplayer feature, move a project off PUN 2 or find out why matches feel laggy. Block Battle Online, a Photon Fusion and PlayFab game I developed and published, has more than 50,000 downloads on Google Play.
What I deliver
Netcode architecture
Choosing the right topology for your game, from host and server modes to shared mode, and structuring networked state, input and authority so every player sees a consistent game.
Networked gameplay
Player controllers, spawning, physics and game state that stay in sync, with client side prediction and lag compensation where your mechanics need them.
Sessions and matchmaking
Lobbies, rooms, quick match and private sessions, reconnect handling and a clean session flow from menu to match to results.
Accounts and live services
Player accounts, profiles, inventories and leaderboards on PlayFab, so your multiplayer sits on top of a real live game backend.
Migrations and upgrades
Moving a project from PUN 2 to Fusion step by step, with a plan that keeps the game playable while the networking code changes underneath it.
Performance and debugging
Bandwidth, tick rate and CPU profiling, desync hunting and fixes for the bugs that only show up with real players on real networks.
Typical engagements
Multiplayer feature build
A defined feature such as matchmaking, a new game mode or networked physics, delivered as reviewable commits in your repository.
Playable multiplayer prototype
A networked core loop you can put in front of real players early, so you test the fun before committing to full production.
Team extension
I join your team on a monthly contract, work in your repo and task board, and own the networking side of the game.
Netcode audit
A review of your existing multiplayer code with a prioritised list of risks, fixes and estimates.
Multiplayer work that shipped
Real projects built with Photon and PlayFab, with the problem, what I built and the result.

Block Battle Online, a multiplayer Unity game with 50K+ downloads
Block Battle Online is a multiplayer block battler I developed and published for Future Tech with Unity, Photon Fusion and PlayFab. It is live on Google Play with more than 50,000 downloads.
Read the case study →
VR cybersecurity training game for Meta Quest, shown at GISEC Global Dubai
An educational VR game for Meta Quest 2, built in Unity with Photon multiplayer and a PlayFab backend. It was showcased at GISEC Global, the cybersecurity event in Dubai, in April 2024.
Read the case study →Clear scope, weekly progress
- 01
Scoping call
We go through the game, the current code and what success looks like for you.
- 02
Written plan
You get the scope, milestones and an estimate in writing before any work starts.
- 03
Weekly builds
Progress lands in your repository every week with builds your team can play and test.
- 04
Clean handover
Documented code and a walkthrough, so your team fully owns what was built.
Questions studios ask
Do you work with Photon Fusion 2?
Yes. Photon Fusion 2 is part of my core stack, alongside PUN 2 and FishNet for projects that need a different networking model.
Can you take over a multiplayer game another developer started?
Yes. I start with a short audit of the existing code, then fix the riskiest problems first so the game stays playable while we improve it.
Should we use shared mode or host mode?
It depends on your game. Shared mode is simpler and suits casual and social games. Host or server mode gives you authority over the game state, which competitive games usually need. I recommend one after looking at your mechanics, player counts and budget.
How do you price this kind of work?
Fixed scope work is quoted per milestone after a short scoping call. Ongoing work is billed monthly. Share your budget range in the form and I will tell you honestly what it can cover.
Where are you based and when are you available?
I am based in Cairo (UTC+2) and work remotely with teams in Europe, the US and the Gulf. My working day overlaps the full European workday and the US East Coast morning, and I reply within one business day.
Planning a multiplayer game?
Tell me about the game, the state of the code and your timeline. I reply within one business day.