2026-11-03 –, Italien
Your game works perfectly until other players show up with their own version of reality. This is a light, fast tour of the classic multiplayer bugs: why they happen, how to fix them, and how to fix the fix.
Networking breaks your game in ways that are hard to explain, easy to laugh at, and even easier to misdiagnose. Players will call all of it lag. You will blame the server. It is usually neither. This talk walks through the common ways multiplayer goes wrong: why each one happens, what the usual fix is, and what that fix quietly breaks in return. No code or netcode background needed. If you are adding multiplayer to your game, or already shipped it and are now reading the reviews, this one is for you.
Jirka is a lead samples developer at Photon Engine, a multiplayer networking solution for Unity, Unreal, Godot and other game engines. He builds example games across genres that show how to approach multiplayer. Before Photon he built multiplayer mobile shooters at Madfinger Games. He is an avid game jammer and keeps a steady stream of side projects going, from games to web apps.
I am Engineering Director at Photon, team head for multiplayer SDKs like Quantum and Fusion, and currently lead developer of Fusion Godot.
Have 20+ years experience in game development, 10+ years on multiplayer.
Godot is the best thing to happen in games over the last 2 decades, it brought me back the joy in game development.