C#/.NET Backend Engineer
Backend engineer focused on high-load multiplayer systems: matchmaking, session orchestration, real-time channels, and reliable event-driven microservices for online games.
C#/.NET backend engineer with production experience in online game server architecture, including server-authoritative logic, matchmaking pipelines, and distributed orchestration across microservices.
I design resilient systems with observability and operations in mind: latency/throughput metrics, queue depth monitoring, structured logging, CI/CD rollbacks, and zero-downtime service evolution.
Stack: C#, .NET 8, ASP.NET Core, PostgreSQL, EF Core, Redis, RabbitMQ, MassTransit, Kafka, SignalR, Docker, Kubernetes, CQRS, MediatR, GitLab CI/CD
Stack: C#, .NET 6/8, ASP.NET Core, PostgreSQL, EF Core, RabbitMQ, MassTransit, Redis, CQRS, MediatR, Docker, GitHub Actions, xUnit, Moq, NSubstitute
Stack: C#, .NET, MQTT, Modbus RTU, gRPC, RabbitMQ, PostgreSQL, Docker, Azure IoT Hub, Kafka, CQRS
Representative backend systems and architecture patterns from production experience.
Redis in-memory queue with PostgreSQL fallback for resilient player matching under high concurrency.
SignalR-based real-time game channels that replaced polling and reduced traffic while improving delivery reliability.
Stateless CQRS processing pipeline for combat actions, increasing throughput and simplifying horizontal scaling.
MassTransit Saga orchestration for cross-service consistency between Identity, Gateway, Combat, and Inventory domains.
Metrics-first backend observability: latency, throughput, queue depth, and structured logs for reliable production operations.
Containerized microservices on Kubernetes with Helm and automated rollout/rollback pipelines in GitLab CI/CD and GitHub Actions.