Network Programmer

A network programmer makes a game work across machines: replication, prediction, lag compensation and the server authority that decides what really happened.

The core problem is that every player sees a slightly different, slightly old version of the same world. The role manages that gap. State is replicated, movement is predicted locally and corrected when the server disagrees, and hit detection is rewound so that what a player aimed at is what counts. Done well, none of it is visible.

The work is low-level and measured. Bandwidth budgets, packet loss, jitter and the cost of serialising a game state all constrain the design, and testing means simulating bad connections rather than assuming a good one. Server authority is also the line against cheating, so security thinking belongs to the role.

A Backend Developer builds the services around a game, such as accounts and matchmaking. The network programmer works inside the running session, where a frame of delay is the whole problem.