Nikolas George

I lead a five-person team in building a multiplayer game in Unity.

I build multiplayer systems, game tools, and shipped projects.

I'm still a student

5-person

team I lead

10,177

lines of networking

18,000+

downloads shipped

Secret

clearance held

Computer Science student at Southern New Hampshire University, GPA 3.83, graduating December 2027. I build things people enjoy — 18,000+ downloads across shipped projects. Previously a software intern at Naval Sea Systems Command. Seeking Summer 2027 software engineering internships.

GitHub

LinkedIn

SELECTED WORK · 2019—2026

Personal work

Wire and Rifles

Project Lead · Feb 2026—Present

16,400 lines C#

10,177 networking

5-person team

Unity 6

A WW1 multiplayer prototype built around objectives and team coordination. I lead a five-person team and own the networking layer: server-authoritative state with typed SyncVars and client-side prediction, replicating tickets, capture objectives, class selection, and the down/revive flow across clients.

Beyond combat the systems include a fortification build economy — trench walls, sandbags, duckboards, barbed wire — with supply ticks and placement rules, six player classes, and runtime terrain digging.

The hard part: Roughly two-thirds of the codebase is networking. Movement and shooting are straightforward on their own; keeping clients agreeing on who is downed, who is reviving, and how many tickets remain — under latency — is the actual work.

Unity 6 · C# · FishNet (Tugboat transport) · server-authoritative · client-side prediction

Wire and Rifles gameplay screenshot
Wire and Rifles gameplay screenshot
Wire and Rifles gameplay screenshot
Wire and Rifles gameplay screenshot

MULTIPLAYER STATE FLOW

Client input

Prediction

Authoritative server

Typed SyncVars

Server-authoritative validation

The server verifies tool type, cooldown, origin, range, and structure targets before applying melee damage.

[ServerRpc]
public void RequestMeleeAttack(
    Vector3 origin, Vector3 hitPoint,
    NetworkObject targetObject, int structureId,
    DamageType damageType)
{
    if (damageType != DamageType.Shovel
        && damageType != DamageType.Axe)
    {
        return;
    }

    bool isAxe = damageType == DamageType.Axe;
    float cooldown = isAxe ? axeSwingCooldown : shovelSwingCooldown;
    float range = isAxe ? axeMeleeRange : shovelMeleeRange;

    if (isAxe && Time.time < serverNextAxeSwingTime)
    {
        return;
    }

    Vector3 approximateEyePosition =
        transform.position + Vector3.up * 1.6f;

    if (Vector3.Distance(approximateEyePosition, origin) > 2f
        || Vector3.Distance(origin, hitPoint) > range + 1f)
    {
        return;
    }

    if (structureId >= 0)
    {
        FortificationManager.Instance
            ?.ServerDamageStructureDirect(
                structureId, structureDamage, damageType, AssignedTeam, this);
        return

Warhammer 3 Workshop Mods

Lead Developer · Nov 2024—Present

13,211+ downloads

Post-launch support

Custom Total War: Warhammer 3 mods, released and maintained with post-launch support. Shipping is the easy half — the rest is fixing what breaks for real users and unblocking collaborators when implementation stalls.

Steam Workshop · scripting · release management

“Apex Protocol” — Overwatch Rework

Solo Project · Apr 2019—January 2024

11,500+ views

5,000+ downloads

A 5-year rework of Overwatch’s systems — defining design direction, balancing, and iterating with peers and testers across many releases. Version-controlled on GitHub and published on Workshop.codes. The longest thing I’ve stuck with, and where I learned that shipping repeatedly beats shipping once.

Git · GitHub · systems design · iterative release

Discord Media Bot

Personal Project · Jun 2025—Present

Private server

Active maintenance

Built and maintain a bot for private-server media playback, integrating public APIs and third-party libraries. Small, but it stays running — which is its own kind of engineering.

Python · REST APIs · third-party integration

EXPERIENCE

Where I’ve contributed

Naval Sea Systems Command (NAVSEA)

Project Intern · Norco, CA

Jun—Aug 2022

Cleansed and prepared 10,000+ NATO datasets for machine learning workflows, improving data quality and downstream analytical readiness.

Reduced data redundancy across pipelines feeding downstream analysis.

Collaborated across the team to unblock data-preparation challenges while holding a Secret security clearance.

BACKGROUND

Education and languages

EDUCATION

Southern New Hampshire University

BS Computer Science · Software Engineering concentration · GPA 3.83 · Dec 2027

President’s List ×6 · Dean’s List ×6

Norco College

AS Computer Science · 2024

LANGUAGES

Python · Java · C/C++ · C# · JavaScript · SQL · Rust · Assembly

Comfortable moving between application code, data workflows, systems programming, and game development.

TOOLS & PRACTICE

Unity · .NET · OpenGL · Git · REST APIs · client-server networking · secure coding · Agile · SDLC