
Unreal Engine | Multiplayer / Backend / Online Services
Maelstrom
Naval Battle Royale — Steam
Maelstrom is a multiplayer Unreal Engine game where I have worked across backend integration, online systems, gameplay features, UI, and live bug fixing. A significant part of my work has involved connecting different online services and making them work together within the game's existing architecture. I have also worked on multiplayer features such as parties, lobbies, matchmaking, chat, reconnects, server allocation, player sessions, guilds, and guild wars.
01Online Services and Backend
Worked with and integrated multiple online and backend services used by the game:
- PlayFab
- Photon
- AWS GameLift
- GameFabric
- Gameye
- Steam
- EOS
02Multiplayer Systems
Worked on systems involving:
- Parties
- Lobbies
- Matchmaking
- Server allocation
- Player sessions
- Reconnects
- Chat
03Photon Realtime
Used Photon Realtime for party state synchronization and communication.
- Synchronizing party state between players
- Handling realtime party events
- Implementing ready states
- Handling public and private party states
- Working with custom lobby communication
- Debugging party synchronization issues
- Making party state work correctly alongside the game's other multiplayer systems
04EOS and PlayFab
Implemented EOS alongside the existing PlayFab backend using PlayFab Custom IDs. This allowed the game to use EOS functionality while maintaining the existing PlayFab identity and backend setup.
- EOS integration
- PlayFab integration
- Custom ID handling
- Connecting EOS identity with the game's existing backend systems
- Debugging authentication and identity-related issues
05Parties, Lobbies and Matchmaking
Worked on different parts of the game's multiplayer flow, including parties, lobbies, matchmaking, and player sessions.
- Party state management
- Party ready states
- Public and private party states
- Lobby communication
- Matchmaking flow
- Player session handling
- Reconnect handling
- Server allocation
- Server travel
- Debugging issues occurring during transitions between different multiplayer states
06Guild / Clan System
Built and expanded the game's guild system. The system included both gameplay and backend functionality, with guild data being persisted and synchronized between the game and backend systems.
- Guild creation
- Guild membership management
- Guild roles
- Guild data persistence (emblems, strongholds, leaderboards, etc)
- Guild invites and applications
- Backend integration
- Guild UI integration



07Guild Wars
Later extended the guild system into a guild wars system.
- Guild war state handling
- War windows
- Battle season tracking
- War tracking
- Guild battle flow
- Integration with the existing guild system
- Backend and gameplay synchronization
- UI integration



08Cosmetics and Loadouts
Worked on ship cosmetics and loadout-related systems.
- Loadout functionality
- UI integration
- Fixing issues with cosmetic data and synchronization



09UI
Remade and modified multiple Unreal Engine UMG screens based on client requirements.
- Recreating UI screens
- Implementing client-requested UI changes
- Connecting UI to gameplay and backend systems
- Working with different UMG widgets and layouts
- Debugging UI issues related to multiplayer and backend state
10General Bug Fixing
Worked on fixing issues across the game while multiple systems were being developed and integrated. Areas I have debugged include:
- Gameplay
- Networking
- Parties
- Matchmaking
- Chat
- UI
- Cosmetics
- Backend
- Server allocation
- Server travel
- Player sessions
- Reconnects









