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Ocean View Games
Multiplayer & Networking Engineering

Multiplayer & Networking Engineering

Build or improve online play in Unity. We develop multiplayer architecture, synchronisation and backend systems around your game, target platforms and expected player numbers.

Domi Online, a Unity MMO with a server-authoritative FishNet backend
Domi Online logo

A server-authoritative MMO backend for Domi Online

Developed by Ocean View Games as the client's core technical partner.

Domi is designed around a persistent player economy and a large multiplayer world. We built the multiplayer architecture on FishNet with server-authoritative logic, interest management and an AWS backend.

It runs with more than 1,000 concurrent users while keeping operating costs practical for an independent studio, which is the balance most multiplayer projects actually have to strike.

An unfinished brief is fine. The first conversation helps establish scope.

What are you starting with?

Multiplayer architecture is genre-dependent. Tell us the game, the expected player scale and the problem you need solved.

Building multiplayer from scratch

A co-op lobby, a competitive shooter or a persistent world. We define the topology, authority model and bandwidth budget before writing netcode.

See the process

Scaling an existing game

Your multiplayer works at small scale but server bills, desync or launch-day spikes are a risk. We profile the netcode and infrastructure and re-architect where needed.

Explore performance work

Backend and infrastructure only

Matchmaking, player profiles, leaderboards and auto-scaling server fleets on AWS, Google Cloud or Azure, with PlayFab where it fits.

Explore PlayFab

How we build a multiplayer backend

Agree the player experience, authority model and expected load early. These decisions guide implementation, infrastructure and testing.

  1. 1. Architecture and protocol design

    Before any netcode, we choose the topology, define what the server validates versus what the client predicts, and calculate packet sizes and tick rates against your latency and platform requirements.

  2. 2. Netcode and backend implementation

    State synchronisation on reliable and unreliable channels, client-side prediction with server reconciliation, lag compensation, plus matchmaking, database architecture and auto-scaling server fleets.

  3. 3. Stress testing and launch

    Load testing against agreed player scenarios, deployment in the regions your audience needs, and monitoring and release procedures for ongoing support.

What the architecture has to get right

The decisions that make or break a multiplayer game, agreed against your genre and player scale before implementation.

Authority and cheat prevention

Server-authoritative logic so the client cannot dictate outcomes, protecting competitive integrity and the in-game economy.

Latency handling

Client-side prediction, reconciliation and lag compensation so the game feels responsive without giving up server authority.

Bandwidth budget

Packet sizes and tick rates tuned so the game runs on mobile data, not just a wired connection.

Cost of scale

Server fleets that scale up for peak hours and down overnight, so you are not paying for idle compute.

Matchmaking and persistence

Skill or region-based matchmaking, and low-latency reads with atomic writes for profiles, inventories and leaderboards.

Launch day

Load testing to find bottlenecks before players do, and regional deployment to keep global latency down.

Working together

Start with a free conversation about the game, the expected player scale and the networking or architecture problems you need to solve.

For a new build, an architecture and protocol design phase settles the topology and authority model before implementation. For an existing game, a profiling pass on the netcode and infrastructure comes first.

David and Adam stay close to the engineering, with MMO experience from Domi Online and RuneScape behind the high-concurrency work.

Production runs in agreed milestones, with load testing and regional deployment before launch and monitoring in place from the first live build.

Meet the team
Frequently Asked Questions
Potentially, but it can require changes to gameplay state, saving, input and scene architecture. We review the codebase and intended online experience before estimating the conversion.
We assess the authority model and hosting approach against the genre, player count, latency, security needs and running costs. Dedicated servers, relay services and peer-hosted approaches have different trade-offs.
We review the game requirements, existing code and team needs. Our work includes FishNet architecture on Domi Online, and we can assess other Unity networking options where appropriate. See our FishNet work.
We agree expected sessions and player behaviour, then use repeatable load scenarios to measure server, network and persistence bottlenecks. Test results apply to the measured configuration; a player count from another game is not a capacity guarantee.
Yes. We can scope monitoring, updates and incident investigation through our LiveOps service. Coverage hours, response targets and any on-call support are agreed separately.

Need help with Unity networking?

Tell us about the game, expected player scale and the networking or architecture problems you need to solve.

Tell us about your project

Prefer to organise your ideas first? Build a project brief.