Expertise

Unity and Game Development Expert

In GhoVerse we developed an MMORPG-style, online multiplayer game demo with Unity: a real-time multiplayer structure, procedural world generation, wallet connection and an in-game NFT/token economy. On the game side my focus isn't producing a technical demo; it's setting a playable core loop on a scalable structure.

Game development with Unity

Unity is a widely used engine for games targeting PC and mobile from a single codebase. On the game development side, the work goes beyond writing scenes and mechanics: it requires building a core loop — what does the player do, what do they earn, why do they come back? In GhoVerse we built that loop on top of a multiplayer world.

  • Core mechanics: Movement, interaction, inventory and progression.
  • Multiplayer structure: Server/client responsibilities, state synchronisation and latency tolerance.
  • Procedural generation: Automatically creating planets and cities according to rules.
  • Web3 integration: Wallet connection, NFT ownership and token economy.

Multiplayer architecture

In an MMORPG-style game the most critical decision is what gets computed on the server and what on the client. Player movement and the critical economy are kept under server authority; the client produces visual feedback. In a real-time structure latency is unavoidable; playability is preserved with movement prediction, interpolation and measured synchronisation. Without striking this balance, a multiplayer game falls apart even at the demo stage.

Procedural world

In GhoVerse, planets and cities were generated procedurally. Procedural generation lowers content cost but carries a consistency risk: the same seed must always produce the same world, meaningful points must emerge for the player, and performance limits must not be exceeded. That's why the generation rules and limits are defined up front.

Web3 integration

In-game assets being matched to the chain requires wallet connection and ownership verification. In GhoVerse, character and planet NFTs were assets with in-game counterparts, while the token carried the game economy. The key point in integration is that chain transactions must not block the game loop: pending transactions must be shown to the user correctly and error cases handled.

Performance

To keep the target frame rate on mobile and low-end devices, draw call count, object pooling, LOD and network traffic are measured. First the bottleneck is found with the profiler, then optimisation is done; optimisation without measurement usually adds complexity.

From demo to product

GhoVerse was a founder venture and a game demo; it wasn't a commercial AAA production. The most important lesson I learned at that scale is that the difference between a technical demo and a live product is content production, live operations and community management. I evaluate the scope of a new game project with that realism.

Frequently asked questions

What kind of games have you developed?

In GhoVerse we developed an MMORPG-style, online multiplayer game demo with Unity: real-time multiplayer, a procedural world, and wallet and NFT/token integration.

Do you develop mobile games?

Yes. In Unity games targeting mobile, performance and input differences are designed from the start; shipping to different platforms from the same codebase is possible.

Do you build the multiplayer infrastructure yourself?

Yes. Server/client responsibilities, state synchronisation and latency management are part of the architectural design.

Can we add NFTs and tokens to my game?

It's possible, and we did it in GhoVerse. But a token economy that doesn't fit the game loop won't carry the product; the economy and use case must be clarified first.

Is procedural world generation right for every game?

No. It lowers content cost but brings consistency and design-control risk. It doesn't always replace hand-designed areas.

Can you technically evaluate my game idea?

Yes. I can produce a realistic feasibility assessment in terms of scope, team size, platform and timeline; we talk about the difference between demo and product up front.