Networking as part of design
Multiplayer does not end when two clients connect. Authority, state transitions and failures must remain understandable to players, designers and developers—especially when latency, services or topology stop behaving perfectly.
From pre-production to connected product
In Triple Z Stealth, relay, direct connection and localhost share one game state to accelerate testing. CryptoFights connected combat, matchmaking, inventory and external services through years of production. SLEIGHT demonstrates the design root of the same problem at another scale: complete, published local asymmetry.
How I work
I separate transport, session, authority and game rules; make decisive state visible; and prepare local and diagnostic paths that keep iteration possible before full infrastructure is available. AI and Multiplayer in Production documents how state, uncertainty and observability fit together in this work.










