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Zolian, TheBuckNetwork

FallenDev FallenDev

:octocat:
Zolian, TheBuckNetwork
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Software & Systems Engineer building server-authoritative MMORPG infrastructure | C#/.NET | Unity ECS/DOTS | SQL Server | Distributed Systems
20 followers · 19 following
  • FallenDev Gaming LLC
  • Erie, PA
  • 16:39 (UTC -05:00)
  • https://thebucknetwork.com
  • in/paulrbuck

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FallenDev/README.md

Software & Systems Engineer

I design and build high-performance software with a focus on server-authoritative multiplayer systems, distributed architecture, concurrency, networking, and data-oriented simulation.

I'm currently developing Zolian - Age of Ruin, a server-authoritative MMORPG built around Unity's ECS/DOTS architecture. Much of my work centers on scalable world simulation, server infrastructure, persistence, networking, and extracting as much deterministic performance as possible from C# systems.

Current Focus

  • MMORPG architecture : authoritative servers, world layering, sharding, simulation, and distributed services
  • Data-oriented design : Unity ECS/DOTS and highly parallel simulation workloads
  • Backend systems : modern C#/.NET, asynchronous I/O, concurrency, and service architecture
  • Networking : multiplayer replication, server authority, state synchronization, and network performance
  • Persistence : SQL Server architecture, stored procedures, data access, and high-throughput persistence
  • Performance engineering : profiling, allocation reduction, cache-aware design, and workload scaling

Core Technologies

.NET C# Unity Microsoft SQL Server GitHub Actions

Zolian - Age of Ruin

Zolian - Age of Ruin is my current long-term engineering (passion) project: a modern MMORPG designed around a server-authoritative, data-oriented architecture.

The project is an ongoing exploration of the engineering problems that make persistent multiplayer worlds interesting to build:

  • Large-scale authoritative simulation
  • ECS/DOTS-based world processing
  • World layering and horizontal scalability
  • High-concurrency server workloads
  • Multiplayer networking and replication
  • SQL-backed persistence
  • Server lifecycle and infrastructure
  • Observability and production performance
  • Deterministic, allocation-conscious systems design

The current game and infrastructure are being developed privately while the architecture continues to evolve.

Background

  • M.S. Software Engineering
  • B.S. Security Risk Analysis, Minor in Cybersecurity

My background in software engineering and cybersecurity heavily influences how I approach backend architecture: clearly defined trust boundaries, server authority, defensive validation, deterministic behavior, and systems designed for failure rather than assuming it cannot happen.

FallenDev's Metrics

FallenDev GitHub Metrics

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  1. Zolian Zolian Public archive

    2.5D Isometric MMORPG server, based on mechanics from popular MMO's. Fully customized implementation of DOOMVASv1

    C# 33 8

  2. Chaos-Network Chaos-Network Public archive

    Zolian's Network Layer - Nuget Pkg

    C# 3 1

  3. FishMMO FishMMO Public

    Forked from jimdroberts/FishMMO

    FishNetworking MMO Template

    C# 1

  4. AnyRPGCore AnyRPGCore Public

    Forked from AnyRPG/AnyRPGCore

    Open source Role Playing Game engine for Unity 3D written in C#.

    C# 2

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