War of Bastards
Client: Hobby project
A functional multiplayer combat game prototype built in a few days over Christmas — without prior Unity experience. A manifesto of engineering adaptability: a new platform, a new language, a real networking layer. Proof that a senior architect focuses on principles rather than tools.
About the Project
A manifesto of engineering adaptability. "War of Bastards" was created as an intensive technological experiment over the Christmas holidays, aiming to conquer a completely unknown domain — mobile multiplayer game development. Without prior Unity experience, I built a functional combat game prototype in a few days, verifying in practice my life philosophy that with the right architectural approach, any technology is just a matter of logic and time.
The game is built on the Unity framework and C# language, with the key challenge being the implementation of a networking layer for multiplayer interaction. Although the project remained a successfully completed prototype, it serves as important proof of my ability for rapid technical onboarding and solving complex problems under time pressure. It demonstrates that a senior engineer focuses on principles rather than tools across the entire software spectrum.
Multiplayer Architecture
Implementation of network state synchronization for multiple players.
Technological Pivot
Demonstration of the ability to master a new tech stack (Unity/C#) in an extremely short time.
Cross-platform Design
Mobile architecture optimized for Android devices.
Technical Features
- Unity Game Engine
- C# scripting
- Real-time Multiplayer Sync