Worlds of Aria

A multiplayer, table top RPG.

3-year development cycle • 30-person team • Unity, C#, Mirror, EOS

A game by Ludogram

Worlds of Aria, developed by Ludogram, is a real-time multiplayer tabletop RPG where players' collective choices shape dynamic storytelling experiences. Throughout the complete 3-year development cycle with a 30-person team, I contributed to critical system architecture, platform optimization, and technical infrastructure that brought this ambitious project from concept to release.

Core Technical Contributions

Real-Time Multiplayer Architecture

Architected and maintained the game's networking foundation using Mirror networking and Epic Online Services (EOS). My primary challenge involved revitalizing and extending a legacy EOS-Mirror integration plugin, adapting it for cross-platform compatibility including Nintendo Switch. This required deep understanding of both networking protocols and platform-specific requirements to ensure seamless multiplayer experiences across all supported platforms.

Nintendo Switch Optimization

Led the complete Nintendo Switch porting effort, tackling significant performance challenges that initially limited the game to 8fps. Through collaborative work with graphics and rendering specialists, I implemented comprehensive optimization strategies addressing memory management, rendering pipeline efficiency, and platform-specific constraints. The result: achieving stable 30fps performance that met Nintendo's certification standards.

One of the most critical issues I resolved was diagnosing and eliminating a memory leak that caused crashes after 6+ hours of gameplay. This required extensive profiling, memory analysis, and understanding of Nintendo Switch's unique memory architecture to identify and fix the root cause.

SDK Integration & Platform Services

Integrated multiple platform SDKs to provide seamless user experiences across different storefronts and platforms. Key integrations included:

  • Epic Online Services (EOS) for cross-platform networking and user management
  • Steamworks SDK for Steam platform features and achievement systems
  • Nintendo Switch SDK for platform-specific functionality and compliance

Development Pipeline & Tooling

Created custom development tools that significantly improved artist workflows and asset management efficiency. These tools addressed asset pipeline standardization, automatically converting and organizing assets from various sources while enforcing consistent naming conventions. This automation reduced manual artist workload and eliminated common integration errors, allowing the creative team to focus on content creation rather than technical housekeeping.

Technical Stack

  • Engine: Unity 2022.x
  • Languages: C#
  • Networking: Mirror, Epic Online Services
  • Platforms: PC, Nintendo Switch
  • SDKs: Steamworks, Nintendo Switch SDK

Development Impact

My contributions spanned the entire development lifecycle, from early technical architecture decisions through post-launch support. Working in an agile environment with cross-functional teams, I collaborated closely with designers, artists, and other programmers to solve complex technical challenges while maintaining code quality and performance standards.

The project's success demonstrated the importance of thorough platform optimization, robust networking architecture, and efficient development tooling in creating polished multiplayer experiences across diverse gaming platforms.

This game is completely closed source, but you can find its Steam page to see the final result of our team's collaborative effort.