🎮 Hiring Unity Developer – Online Multiplayer Fish Shooting Game (Realtime + Backend)

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PROJECT OVERVIEW

We are developing an online multiplayer fish shooting game with 4 players per room, realtime gameplay, server-authoritative architecture, backend-controlled economy (coin, bullet, jackpot), server-controlled bots, and config-driven design (no hardcoded gameplay values). We are looking for an experienced Unity Developer to build the client side of the game. Backend will handle all authoritative logic.

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CORE ARCHITECTURE REQUIREMENTS

SERVER-AUTHORITATIVE MODEL

Server handles fish spawning, fish HP, damage calculation, fish death, reward calculation, jackpot logic, and room state.

Unity client sends shooting events and renders visuals strictly based on server responses.

Client must NOT calculate damage, fish death, or rewards.

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GAMEPLAY SCOPE

ROOM SYSTEM

Maximum 4 players per room.

Rooms may contain real users and bots.

Server decides whether a player is a bot or real user.

Room states: WAITING, PLAYING, FINISHED.

If server marks a player as bot, Unity simulates shooting behavior.

FISH SYSTEM

Each fish has HP, speed, movement path ID, reward multiplier.

All fish configuration must be loaded from backend API (e.g. /game-config).

No hardcoded fish data inside Unity.

SHOOTING SYSTEM

Unity sends shoot event to server.

Server calculates damage.

Server responds with result.

Unity renders hit/death animation.

ECONOMY SYSTEM

Coin balance handled by backend.

Bullet cost validated by backend.

Jackpot pool calculated by backend.

Unity only displays animation when jackpot triggers.

All calculations must be server-side.

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REALTIME REQUIREMENTS

Use WebSocket or propose suitable realtime solution.

Must synchronize fish spawn, damage events, coin updates, jackpot events, player join/leave.

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PERFORMANCE & OPTIMIZATION

Server does NOT continuously send fish positions.

Server sends spawn event with path ID, speed, and random seed.

Unity calculates and renders movement locally.

Goal: reduce bandwidth and support scalability.

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TECHNICAL EXPECTATIONS

Clean and maintainable architecture.

Clear separation of network layer, game state management, and UI.

Easily extendable structure.

No gameplay hardcoding.

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DELIVERABLES

Fully working Unity project.

Realtime 4-player room support.

Bot simulation based on server response.

Fish spawning and damage system.

Jackpot animation system.

Clean source code.

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IDEAL CANDIDATE

Experience building multiplayer games.

Strong understanding of WebSocket or realtime systems.

Familiar with server-authoritative architecture.

Experience with scalable game systems.

Bonus: experience in fish shooting or casino-style games.

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WHEN APPLYING, PLEASE INCLUDE

Portfolio of multiplayer games.

Proposed realtime solution (WebSocket, Photon, Colyseus, etc.).

Estimated timeline.

Suggested Unity project architecture.

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LONG-TERM GOAL

Build a strong technical foundation that can scale to hundreds of rooms, allows backend-controlled gameplay adjustments, and avoids rebuilding architecture in the future.

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