Igor Barboza.
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IN DEVELOPMENT

The Platform

A multiplayer platform in Unity for creating, customizing and sharing interactive games β€” on PC and VR.

Role

Systems & Multiplayer Programmer

Engine

Unity / C# Β· FishNet

Team

Team of 10

Year

2025 – Present

The Platform

Overview

The Platform is a multiplayer, user-generated-content platform built in Unity, where people create, customize, publish and share interactive games. Creators place assets into a scene, configure them, and add gameplay logic β€” then turn any customized object into a reusable building block that carries its own behavior, configuration and even AI-generated code. Everything is fully multiplayer-synchronized and runs on PC and VR, with mobile on the way.

My Contribution

I built the override system that lets objects be customized after they're spawned β€” a networked layer (a synced override dictionary on each asset) that persists to the backend as JSON and re-applies on spawn. I also worked on most of the save/load system that persists a whole experience to the backend and reconstructs it on load β€” every placed object, its identity and its overrides β€” so a creator's work comes back exactly as they left it for every player. On top of that I implemented the player character controller using Opsive's Ultimate Character Controller and integrated it with FishNet networking, alongside broader systems work and bug fixing across the platform.

Technical Challenge

The tricky part of the override system was keeping a customized object identical for everyone β€” the player who edited it, players who join later, and the same object after it's saved, published and reloaded. I modeled overrides as a server-owned synced dictionary, persisted them as JSON tied to each object, and re-applied them before the networked spawn, so late-joiners and reloads reconstruct the exact configured object instead of a default one.