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
10,000+
lines of networking
18,000+
downloads shipped
Secret
clearance held
Computer Science student at Southern New Hampshire University, GPA 3.83, graduating February 2028. 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.
SELECTED WORK · 2019 – 2026
Personal work
Wire and Rifles
Project Lead · Feb 2026 – Present
16,500 lines C#
10,000+ networking lines
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


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.
“Apex Protocol” · Overwatch Rework
Solo Project · Apr 2019 – Jan 2024
11,500+ views
5,000+ downloads
A one-versus-six Juggernaut mode for Overwatch, built in the Workshop's event-driven scripting engine. One player becomes the Apex, a heavily reworked hero, against six Hunters with their own rework, so I rebuilt 29 heroes twice with custom abilities across 307 rules and 10,000+ lines. Win conditions change by map type, and a comeback mechanic respawns every dead Hunter when the team completes an objective. When Overwatch 2 cut teams from 6v6 to 5v5, I re-tuned every hero against the smaller team and kept shipping.
Overwatch Workshop scripting · systems design · balancing · iterative release
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
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.
About Me
I got into programming through games. The first thing I ever built was an Overwatch Workshop mode I kept reworking for almost five years, and most of what I know about iterating on a system, taking feedback, and shipping again came out of that. It is still the reason I want to work on games.
What I like most is the part underneath the game: netcode, server authority, and the race conditions that only show up once real players are connected. On Wire and Rifles I wrote the Fish-Net networking layer, the server-authoritative shot validation, and the objective capture system, and I lead a team of five. Outside of games I keep a Python tool running on a schedule with unit tests and CI, because I would rather hear that something broke from a red build than from a user.
I am based in Norco, California, graduating December 2027, and available for a full-time internship May through August 2027. I played Overwatch seriously enough to peak Grandmaster, which is where most of my interest in game systems started, and I still end up modding things that never asked to be modded.
BACKGROUND
Education and languages
EDUCATION
Southern New Hampshire University
BS Computer Science · Software Engineering concentration · GPA 3.83 · Feb 2028
President’s List ×6 · Dean’s List ×6
Norco College
Computer Science coursework · transferred to SNHU, 2024
LANGUAGES
C++ · Python · Java · 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
Los Angeles Metropolitan Area

