← Work Case study · University team project · 2026
Pandora: Rise of Toruk
An online multiplayer shoot 'em up, built from scratch on a game engine made with web technologies.
- Setting
- University team project — 2026
- Role
- Full-stack: client-side game mechanics and network sync
- Stack
- TypeScript, Node.js, Socket.io, HTML5 Canvas
Context
Build an online multiplayer video game from scratch, with a native game engine based on web technologies. I focused on client-side game mechanics and network synchronisation.
What I did
TypeScript and Node.js
The whole JavaScript ecosystem, typed end to end.
2D rendering
HTML5 Canvas for drawing and collisions.
Real time
Two-way communication with Socket.io (WebSockets), organised in lobbies.
Soft skills
Problem solving
Handling state mismatches between what the client shows and what the server validates.
Planning ahead
A modular, scene-based architecture so the game can grow easily.
Testing
Unit tests to make rankings and lives management reliable.
Debrief
What I learned
The real challenge of real-time multiplayer is latency. Syncing ships, shots and enemies taught me client-server architecture for games: the server is the source of truth, the client interpolates. I learned a lot about asynchronous events and disconnections.
What I'd do differently
Instead of sending the full game state every frame, I'd send deltas: only the variables that changed. The bandwidth saved would be significant.