Dejan Zeljko

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Osiris

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Project Overview

Project Osiris is a voxel-based MMO prototype built with a strong focus on backend architecture rather than content scale. The project explores how large multiplayer worlds can be orchestrated, persisted, and scaled across multiple server processes while remaining responsive and authoritative.

The prototype combines Unreal Engine dedicated servers with a custom .NET backend responsible for authentication, world routing, persistence, and server lifecycle management.

Core Systems

Skills Demonstrated

Skill Description
Backend Architecture Designed service boundaries for authentication, world routing, persistence, and orchestration.
Server Orchestration Managing lifecycle, health, and scaling of Unreal dedicated server processes.
Multiplayer Networking Authoritative server model with controlled replication and validation.
Persistence Design Separating long-term account data from ephemeral character and session state.
Failure Handling Handling disconnects, crashes, and recovery without corrupting player state.

Key Features

Technical Concepts and Tools

Backend Services (.NET)

Authentication, world routing, persistence, and orchestration APIs built to support MMO-scale flows.


Unreal Dedicated Servers

Server-authoritative simulation with controlled replication and interest management.


Persistence & Recovery

Designing systems that survive crashes, disconnects, and player churn without data loss.

Learning Takeaways

Working on Osiris reinforced how quickly complexity grows in multiplayer systems. The project highlighted the importance of strict authority boundaries, deterministic backend decisions, and defensive handling of failure cases. It also deepened my understanding of how Unreal Engine servers and external backend services can cooperate at scale.

Tools Used