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Party Multiplayer / Mobile / Windows

Impostor Party - Multiplayer

built through systems & delivery.

Solo Unity Developer / Personal Project / 2025 - Present

Impostor Party - Multiplayer screen 1
Impostor Party - Multiplayer screen 2
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A Unity party game built for fast social-deduction rounds with offline modes, online private rooms, Photon Voice chat, mobile-first UI flow, and production monetization systems.

Turned fast party-game rounds into a robust multiplayer product with room-code matchmaking, live voice communication, reconnect handling, and mobile monetization support.

Project window

2025 - Present

Role

Solo Unity Developer

Team

Personal Project

Primary signal

Callback-driven Photon room lifecycle with custom room properties, validation, retries, and master-client handoff handling

Tech stack

Unity 6C#Photon PUN 2Photon VoiceUnity IAPFirebase AnalyticsScriptableObjectsDOTweenMobile

Technical highlights

In-room Photon Voice chat with mic and speaker controls, voice-level feedback, and mobile-aware audio route behavior
Panel-based UI management, ScriptableObject content definitions, and centralized event dispatch across gameplay and monetization systems

Challenges encountered

Keeping fast social rounds readable while handling room creation, joins, reconnects, and multiplayer validation cleanly
Making real-time voice chat behave well across mobile audio routes, background music ducking, and headset-aware behavior
Balancing party-game simplicity with premium gating, analytics, and production-quality online room flows

Case study overview

What was built and why it mattered.

Built offline and online social-deduction party modes with private room-code matchmaking, reconnect handling, and synchronized round flow.

Integrated Photon Voice chat, mobile audio routing, haptics, panel-based UI systems, and event-driven managers for party play clarity.

Implemented premium subscription flows, Firebase analytics, and production-ready Android, iOS, and Windows build support.

Responsibilities

What I owned

Photon room lifecycle flow, private-room matchmaking, reconnect handling, and event-driven multiplayer systems

Photon Voice integration, mobile audio behavior, UI panel flow, and reusable ScriptableObject-driven content systems

Unity IAP subscription setup, premium content gating, Firebase analytics, and cross-platform build preparation

Technical work

Key highlights

Callback-driven Photon room lifecycle with custom room properties, validation, retries, and master-client handoff handling

In-room Photon Voice chat with mic and speaker controls, voice-level feedback, and mobile-aware audio route behavior

Panel-based UI management, ScriptableObject content definitions, and centralized event dispatch across gameplay and monetization systems

Challenges

Production pressure

Keeping fast social rounds readable while handling room creation, joins, reconnects, and multiplayer validation cleanly

Making real-time voice chat behave well across mobile audio routes, background music ducking, and headset-aware behavior

Balancing party-game simplicity with premium gating, analytics, and production-quality online room flows

Next

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