Our online titles — Obby Paintball, Obby Football 3D, Obby Parkour Online — drop strangers into the same arena in under five seconds, on whatever device they happen to be holding. You own that layer end to end, and you set the standard the rest of the engineering crew builds against.
What you will do
- Own the multiplayer architecture across our live titles — transport, matchmaking, session flow and server authority
- Build prediction and reconciliation that still feel fair at 200 ms with packet loss
- Set the anti-cheat bar: authoritative where it matters, invisible to honest players
- Keep capacity ahead of the traffic spike when a portal features one of our games
- Instrument everything — you cannot fix what you cannot see
- Review other people's netcode and pull the whole team's level up with you
What we look for
- 5+ years in Unity and C#, at least three of them on real-time multiplayer
- You have shipped a live multiplayer title and operated it afterwards
- Deep with Photon, Mirror, FishNet, Netcode for GameObjects or a stack you wrote yourself
- Fluent in client prediction, server reconciliation, interpolation, lag compensation and delta compression
- Comfortable owning backend pieces: containers, autoscaling, logs, metrics
- Nice to have: browser and WebGL multiplayer, WebSocket or WebRTC transports, load testing