
Cobra – Multiplayer Strategy Card Game
A real-time multiplayer strategy card game built with Unity, Node.js, Socket.IO, and AWS. Players compete using skill, memory, and strategic decision-making in fast-paced matches powered by a scalable server-authoritative architecture.
Overview
Cobra is a competitive multiplayer card game designed to challenge players through strategic thinking, probability analysis, memory, and risk management. Built using Unity for the client and a custom Node.js backend powered by Socket.IO, the game supports real-time gameplay, room management, matchmaking, player statistics, and live game state synchronization. The platform utilizes a server-authoritative architecture to prevent cheating and ensure fair gameplay. The backend is deployed on AWS EC2 instances with Redis-based pub/sub communication for scalability and synchronization across multiple server instances. Administrative controls are managed through a custom web-based Super Admin Dashboard, allowing live monitoring and game configuration. The project was developed as a production-ready gaming platform with a strong focus on scalability, maintainability, and competitive gameplay.
The Problem
Most casual card games rely heavily on luck and often lack strategic depth, competitive matchmaking, and scalable multiplayer infrastructure. Additionally, building a secure real-time multiplayer card game requires solving challenges related to synchronization, cheating prevention, room management, matchmaking, and state consistency across distributed servers.
The Solution
Developed a complete multiplayer gaming ecosystem consisting of a Unity client, Socket.IO game server, Redis-backed scaling layer, and web-based administration panel. The system uses server-side validation for all game actions, ensuring fair play while supporting low-latency multiplayer experiences and future competitive ranking systems.
System Design
Unity Client → Socket.IO Gateway → Matchmaking Service → Game Room Manager → Move Validator (Server Authoritative) → Redis State Store → Broadcast Engine → Connected Players Player actions are validated on the server before updating game state. Redis handles pub/sub communication and state synchronization across multiple Node.js instances. Matchmaking, room allocation, and game lifecycle management are managed centrally, while live game updates are broadcast to all players in the room. Administrative controls are managed through a custom Super Admin Dashboard.
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