// muhammad ahmed

I build games and the real-time multiplayer
systems behind them: the netcode, voice, and infrastructure for shared VR.

I'm a game developer with 11+ years across shipped games and VR productivity apps. Most of that time has gone into one problem wearing different costumes: how do you keep hundreds of people in sync, in real time, without the latency or the cloud bill getting out of hand? At Arthur I built network LOD and rebuilt the app around WebGL so 100+ people could share a VR room in a browser with no install. At Immersed I did the same kind of scaling on my own networking stack instead of a third-party one, which also cut monthly infrastructure cost by around 65%.

That stack is open: FigNet, a transport-agnostic .NET networking framework; Entangle, the room layer that scales a single room past 300 players; and FnVoice, a voice engine that replaces a commercial dependency. I trust measurements more than opinions, like working close to the metal (.NET, Unity, a fair amount of C++ interop), and like handing other engineers tools that make the hard thing easy.

stack C#.NET 8UnityC/C++WebGLAWSreal-time netcode

featured work

games & tools