About this portfolio

SEO

100 words

  • Unity
  • Multiplayer
  • LiveOps
  • C#

Leonardo Lycan is a Lead Game Developer specializing in Unity game development, multiplayer architecture, gameplay systems, LiveOps, and technical production. This portfolio brings together published projects, playable prototypes, product studies, and articles on game engineering, applied AI, Web3, onboarding, and digital experiences. The work combines team leadership, C# programming, service integration, performance optimization, and clear communication across design, art, and business. For projects, consulting, or collaboration, Leonardo takes a practical approach: understand the problem, build a robust solution, and turn complex requirements into memorable experiences for players and digital products with measurable, lasting impact for teams, audiences, and product goals.

Skills · 04

Multiplayer Systems

Authority, sessions, shared state and diagnostics for connected experiences that remain testable under uncertainty.

  • Authority and shared state
  • Session topologies and services
  • Diagnostics and recovery paths
Multiplayer Systems
EvidenceRelay, localhost and direct sessions over one game state—plus matchmaking, WebSockets and years of connected production.

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.

Building something with this challenge?

Let’s turn the risk into a playable slice.

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