Karl has shipped fast-paced F2P online competitive multiplayer games at Stunlock for 9 years with 5 years in the role of Technical Director, with Battlerite being the most well known title. Karl has experience architecting and implementing multiplayer systems that scale globally while maintaining solid quality of service even in countries with developing infrastructure, starting from a game's VFX systems up to global cloud providers.
State-sync network layers have become easily accessible in recent years as commercial engines grow their features, bringing many new multiplayer experiences to players. Which is great! But sometimes they are a little buggy. In this talk, Karl will cover some techniques and things to keep in mind when coding object behaviours in a state sync system to reduce the number of network-related bugs and visual issues.