Atef Boutara

Game Developer & Full-Stack Engineer specializing in multiplayer games, real-time networking, deterministic simulation, rollback, client prediction, and the backend and platform infrastructure behind them.

Chronos: Dawn of Time

Chronos: Dawn of Time

Chronos: Dawn of Time is an RPG multiplayer mobile and desktop game that seamlessly combines the immersive qualities of a single-player on a multiplayer gaming experience with the innovative capabilities of blockchain technology and NFTs.

Featured Full-Stack Game Platform

Winzy: Full Moon Fury & Winzy Desktop

A competitive gaming platform I built across a Photon Quantum FPS, a cross-platform desktop launcher, and a production backend for accounts, matchmaking, payments, builds, updates, and player operations.

Full Moon Fury gameplay demo: the Unity FPS running through the Winzy match flow, with real multiplayer-facing UI, combat feedback, and match-state presentation.

Winzy Desktop launcher game library

Winzy Desktop launcher: a native Windows/macOS app for authentication, wallet access, game discovery, downloads, updates, and secure game launch.

Winzy is a skill-based competitive gaming platform where players can authenticate, download the game, join free or paid matches, compete in a Photon Quantum FPS, earn quest progress, and have match results settle through a backend wallet and payment system. I worked across the whole product surface: gameplay, client/backend integration, launcher, infrastructure, build delivery, and validation.

Full Moon Fury Game

I built the game-side systems that turn the FPS into a platform-connected competitive product instead of a standalone prototype.

  • Implemented Photon Quantum gameplay flow: spawning, health, weapons, pickups, respawns, warmup, countdown, skirmish, running match state, overtime, burn-phase resolution, disconnect handling, auto-victory, and end-of-match reporting.
  • Built the match coordinator that connects Unity to the backend and Photon: free and paid queues, payout-tier selection, ticket polling, estimated waits, match-found UI, Photon room startup, join tokens, connection confirmation, cancellation races, void detection, abandon calls, and automatic requeue recovery.
  • Created gameplay-facing UI for authentication, mode selection, matchmaking, paid-match errors, scoreboard, kill feed, crosshair feedback, health, weapons, game-over, payout screens, quests, surveys, loading states, mobile joystick controls, settings, verification, and consent flows.
  • Integrated quest telemetry from gameplay events, including match plays, wins, first-place finishes, kills, deaths, headshots, damage dealt, and weapon pickups with match-scoped idempotency keys.
  • Prepared the game for WebGL, desktop, and mobile/APK delivery with WebGL performance management, native mobile auth fallback, Android texture optimization, mobile input, and platform-specific build tooling.

Winzy Desktop Launcher

I created a native launcher so players can install, update, authenticate, and launch Winzy on Windows and macOS.

  • Built a layered .NET launcher across Core, API, Services, UI, and MAUI projects, with login, registration, email verification, consent, wallet display, settings, game library, install state, and a custom dark themed interface.
  • Implemented game download and install flows: remote manifest fetching, cover images, install directory selection, disk-space checks, authenticated downloads, progress and speed tracking, SHA-256 verification, zip extraction, local install metadata, update detection, launch tracking, and uninstall support.
  • Added smart updates for installed games using per-file manifests, local hashing, changed-file downloads, deleted-file cleanup, empty-directory cleanup, fallback full-zip installs, and optional download throttling.
  • Built Windows and macOS launch bridges: Windows executable discovery and DPAPI auth handoff, macOS .app bundle discovery, executable-bit restoration, quarantine attribute removal, chmod-protected auth handoff, and launch through platform-specific process handling.
  • Connected launcher releases to backend-hosted update feeds with Velopack scaffolding, Codemagic configuration, release packaging scripts, macOS verification scripts, and platform-specific update delivery.

Backend & Infrastructure

I engineered the backend as a production-style .NET platform powering the game, launcher, payments, and operations.

  • Built a layered ASP.NET Core backend with Domain, Application, Infrastructure, and API projects using PostgreSQL, Redis, Hangfire, Stripe, S3-compatible storage, JWT auth, Serilog, Sentry, Swagger, health checks, rate limiting, CORS, and cloud-ready configuration.
  • Implemented identity, profile, consent, beta access, waitlist, wallet, KYC, payments, refunds, disputes, withdrawals, admin player management, game/ruleset administration, quests, surveys, weapon skins, replays, audit logs, risk flags, and brand events.
  • Designed paid and free matchmaking with queue tickets, idempotent enqueue, pay-tier validation, paid-play gating, long-poll status, late-join windows, roster locking, no-show removal, entry-fee holds, fee capture, match voiding, and ticket requeueing.
  • Built settlement logic for server-authoritative finalization, result hashes, placement recording, configurable payout policies, rake calculation, payout-tier snapshots, transaction-safe money movement, refund-only voids, admin-review routing, and recovery jobs.

Testing, Release & Delivery

I pushed the project from prototype scope into a tested MVP that could be presented as a real platform.

  • Created integration and contract test coverage for happy paths, webhook idempotency, invalid signatures, refunds, disputes, finalize security, join idempotency, gating, Photon custom auth, KYC, waitlist, matchmaking, surveys, fake providers, signed payloads, and real Stripe test behavior.
  • Shipped deployment work across Docker, database migrations, PostgreSQL/Redis URL parsing, upload limits, Sentry scrubbing, Hangfire recurring jobs, CI scripts, Unity build automation, macOS universal builds, desktop build APIs, launcher packaging, and S3-backed game/update delivery.
  • Built the platform to support WebGL, Windows, macOS, and Android APK paths, with mobile deployment work already prepared for the next release phase.
  • Unity
  • Photon Quantum
  • ASP.NET Core
  • PostgreSQL
  • Redis
  • Hangfire
  • Stripe
  • S3 Storage
  • .NET MAUI
  • WPF
  • Docker
  • Codemagic
Multiplayer Blockchain Wagering Platform

Blockchain Game Wagering Platform

A real-time multiplayer wagering platform where I built several deterministic Photon Quantum games and helped connect them to backend, WebSocket, and encrypted data flows for competitive play.

Bomber Pig game menu with free and wager match options

Bomber Pig lobby/menu flow with free and wager match entry points.

Bomber Pig in-game deterministic multiplayer arena

Bomberman-style in-game arena built around deterministic multiplayer simulation.

Deterministic multiplayer chess game screen

Chess implementation with timed player turns and synchronized board state.

Deterministic multiplayer 8-ball pool game screen

8-ball pool game with real-time aiming, turn state, and player session UI.

I worked on this platform before Winzy, building multiple competitive games for a blockchain wagering product where players could enter skill-based matches, play in real time, and have the game client coordinate with backend services for secure operations. The core challenge was making very different games feel consistent inside one platform while keeping multiplayer state deterministic, responsive, and trustworthy.

Deterministic Multiplayer Games

I created several multiplayer games for the platform, including Chess, Pool, Bomberman-style gameplay, and additional prototypes, and integrated them into the platform's shared real-time event loop.

  • Built the games with a deterministic multiplayer approach using Photon Quantum so both players could share authoritative simulation results instead of relying on fragile client-only state.
  • Implemented game-specific logic for turn handling, match flow, board/table/arena state, player actions, win/loss conditions, UI feedback, and synchronized gameplay events.
  • Adapted each game to the same platform expectations: wager/free entry points, session identity, match events, player status, and consistent real-time interaction patterns.

Backend Collaboration

I collaborated with backend engineers to design and implement a Spring Boot server that supported seamless game operations across the wagering platform.

  • Worked through the contracts between Unity/Photon game clients and backend services so game sessions, player actions, and match lifecycle events could move cleanly through the platform.
  • Helped shape backend-facing event payloads and operational flows for real-time multiplayer games with wagering-sensitive state.
  • Kept implementation practical across game client and server boundaries, making sure gameplay events were usable by the backend without slowing down the player experience.

Real-Time Networking

I built and optimized WebSocket connections for real-time interactions, allowing the platform to handle in-game events and player state updates at scale.

  • Implemented event-driven communication paths for gameplay updates, match status, player actions, and platform events.
  • Optimized WebSocket behavior so time-sensitive gameplay interactions stayed responsive while still fitting the platform's backend event model.
  • Focused on stable real-time delivery across multiple game types instead of solving each game as a separate networking problem.

Security & Data Protection

I implemented secure data transmission using RSA and AES encryption, adding defense-in-depth around traffic moving between the client, platform, and backend services.

  • Used asymmetric and symmetric encryption patterns to protect sensitive request and event payloads.
  • Helped harden the platform's game communication layer for a wagering context where trust, tamper resistance, and reliable state transfer matter.
  • Balanced security work with gameplay requirements so protection did not compromise real-time responsiveness.
  • Unity
  • Photon Quantum
  • Deterministic Multiplayer
  • Spring Boot
  • WebSockets
  • RSA
  • AES
  • Blockchain
  • Wagering

Other Projects

More games built across different genres, platforms, and networking stacks.

Plooshy Island View Project

Plooshy Island

An ambitious open-world WebGL multiplayer blockchain game, aiming to create an immersive WEB3 gaming experience for players world-wide.

View details
Epoch Conquest View Project

Epoch Conquest

A real-time strategy multiplayer desktop game set in a dynamic world where history and mythology converge, emphasizing tactical decision-making and resource management.

View details
Vecos View Project

Vecos

A multiplatform multiplayer game for collaborative educational activities and artistic creations, with a showroom where work can be exhibited and rated.

View details
Seven Seas View Project

Seven Seas

A pirates multiplayer Unity3D game where players can fight and drive ships together to explore the vast world.

View details
Hush View Project

Hush

A horror game inspired by the slasher mod in GTA V, with a Node.js + Socket.io matchmaking system that selects a random slasher from a 5-player lobby.

View details
On Your Own View Project

On Your Own

A survival game like Rust, featuring a server browser, building system, PVP, animals, chat system, and party system.

View details