Design and build networking systems to stream Unity simulation state to external hosts while balancing bandwidth, latency, convergence, and visual consistency.
Invent new synchronization models from first principles designed to mitigate latency, including engine-agnostic interpolation/prediction/rollback, and distributed authority models.
Optimize bandwidth through bit-level serialization, delta-compression, and message dispatch schemes
Diagnose and fix end-to-end desyncs, race conditions, and jitter when two engines disagree about reality under real-world network conditions
Requirements
Networking Mastery: Transport layers, reliability, topology design, serialization, and realtime synchronization (generalized prediction, rollback, and interpolation) for high-performance games.
Engine-Level Netcode: Track record shipping scalable multiplayer systems for latency-sensitive games (FPS, action, MMO, or similar). You haven't just used a networking library—you've written or heavily extended one
Distributed systems experience: Large-scale systems (MMORPGs, cloud gaming, simulations) where synchronization and determinism matter
Low-Level Fluency: Strong C++ and C# skills. Comfortable capturing raw packets to diagnose timing issues or optimize at the bit level.
Tech Stack
Cloud
Distributed Systems
Unity
Benefits
Comprehensive health, life, and disability insurance
Commute subsidy
Employee stock ownership
Competitive retirement/pension plans
Generous vacation and personal days
Support for new parents through leave and family-care programs