
Social multiplayer · Virtual café
Kream & Sugar
A cosy 2D virtual café where up to 16 players meet, chat with proximity voice and play quests together.
- Web (WebGL)
Multiplayer is my specialty. I’ve integrated Photon Fusion and PUN 2 across 5+ realtime titles, from a two-player online board game to a 16-player social café with proximity voice chat, and I also work with Mirror, UNet and WebSocket backends.
State synchronisation, ownership, RPCs and reconnection with Photon Fusion and PUN 2 — or Mirror when you want to host your own servers.
Lobbies, public and private rooms, invites and turn handling for realtime and turn-based games.
Proximity voice chat, text chat, quests and admin moderation panels, as in the 16-player Kream & Sugar café.
Firebase and PlayFab for accounts, cloud saves, leaderboards and analytics, plus REST APIs and WebSockets.
Selected work
Real projects I’ve shipped — each case study covers my role, the stack and the outcome.
All projects
Social multiplayer · Virtual café
A cosy 2D virtual café where up to 16 players meet, chat with proximity voice and play quests together.

Online board game · Strategy
A realtime competitive board game: roll the dice, capture pieces, send rivals to jail and race into the scoring zones.

Sports management platform
A football management platform used by Major League Soccer coaching staff for tactics, team organisation and communication.

Event game · Fraud awareness
A fraud-awareness arcade game built in under two weeks for Tookitaki’s live fintech event in Singapore.
Tools & tech
FAQ
PUN 2 is proven and quick to build with for room-based casual and turn-based games. Fusion is Photon’s newer, tick-based SDK with stronger state synchronisation for faster realtime games. I’ve shipped with both and recommend one based on your genre, player count and budget.
My shipped titles support up to 16 concurrent players per room (Kream & Sugar). The right number depends on the game and the networking plan; I design the netcode and bandwidth budget around your target.
Yes. I audit the architecture, separate game state from presentation and add networking without rewriting everything that already works.
More expertise