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I have a set of existing mobile-only battle-royale titles that must be pulled apart and put back together from the ground up. The core art assets and overall game concept stay, but everything under the hood—especially the networking layer—needs a fresh start built around solid TCP and UDP practices. The priority areas are: • Gameplay mechanics: refine current systems, squash lingering bugs, and make room for new feature hooks down the line. • Game lobby: create a fast, stable lobby flow that matches players quickly and keeps them in sync. • Map loading: shorten load times and ensure smooth, hitch-free transitions between maps or zones. All of this has to work seamlessly on mobile hardware, so asset streaming, memory management and good packet discipline are crucial. I’m supplying access to the existing project repositories, server endpoints, and a detailed breakdown of pain points I’ve documented during live playtests. Deliverables will be: 1. Re-engineered client and server code with commented source. 2. A working lobby that supports solo, duo and squad queues. 3. Optimised map loading routine proven by side-by-side benchmarks against the current build. 4. Build instructions plus a short technical brief outlining the TCP/UDP choices you made. If you’re confident working with real-time multiplayer frameworks, understand packet budgeting on mobile networks, and can demonstrate previous work on fast-paced action titles, I’d like to see your approach and timeline.
Project ID: 40563085
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Active 57 yrs ago
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