Overview
I architected the multiplayer server infrastructure for Woody Battle 2: real-time head-to-head gameplay with matchmaking, built on PlayFab for player services and Photon Cloud for low-latency networking.
The problem
Turn a single-player puzzle game into smooth real-time battles — matchmaking players of similar skill, syncing game state fast enough to feel instant, and staying fair when one player's connection degrades.
Architecture
PlayFab handles identity, player data, and matchmaking tickets; matched players join a Photon room for real-time P2P state sync. Server-authoritative results are validated on match end to prevent tampering, with reconnection windows for dropped players.
architecture-diagramPlayFab (identity + matchmaking) → Photon Cloud rooms (real-time sync) → validated results
Highlights
- —Smooth real-time P2P gameplay Photon room sync keeps both players' boards live with latency low enough to feel simultaneous.
- —Skill-based matchmaking PlayFab ticket matchmaking pairs players by rating for competitive, fair battles.
- —Disconnect handling Reconnection windows and result validation keep matches fair when connections drop.
Screenshots


