Osiris
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
- Server-Authoritative Multiplayer: Movement, combat, and state changes are resolved server-side.
- World Routing: Players are placed into shards or instances via backend-controlled routing logic.
- Persistence: Account-level data and progression are stored independently of any single game server.
- Session-Based Worlds: Characters enter and leave worlds while backend services coordinate placement and recovery.
- Permadeath-Oriented Design: Character state is disposable, while account progression persists.
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
- Backend-Driven Login Flow: Authentication and session tickets issued outside the game server.
- World Placement Logic: Backend decides where players spawn and reconnect.
- Server Health Tracking: Dedicated servers report status and heartbeats.
- Scalable Topology: Architecture designed to support many concurrent shards.
- Clear Authority Model: Clients never own critical state.
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
- Unreal Engine: Dedicated server simulation and client integration.
- C++: Server-side gameplay and replication logic.
- .NET / C#: Backend services for auth, routing, persistence, and orchestration.
- SQL / Redis: Persistent storage and transient coordination data.