Projects
Game development Portfolio Projects
2 specified briefs for game development roles. Real-time systems where the tick budget, the network model and the feel of the thing are the engineering.
What do game development reviewers look for?
Games reviewers want something playable. A build they can run beats any amount of description.
Every brief below includes the problem it solves, who would use it, the features to build first, the stretch goals to leave until the core works, the data model, stack options and an honest time estimate — plus what a reviewer can infer from a finished build.
Pick one. Not three. The most common failure on a junior portfolio is several projects at 60% completion, and the fix is choosing a scope you can finish.
Intermediate
IntermediateFull-stackGame developmentReal-Time Multiplayer Quiz
Running a quiz for a society or a class means one person reading questions aloud and manually keeping score.
3 weeks of evenings
Real-Time Multiplayer Quiz
Running a quiz for a society or a class means one person reading questions aloud and manually keeping score.
3 weeks of evenings
Who it is for
Societies, classes, pub teams. Easy to get in front of real people, which is the point.
Build this first
- Host creates a room and gets a join code
- Players join on their phones without installing anything
- Questions appear simultaneously with a countdown
- Scoring that rewards speed as well as correctness
- Live leaderboard between rounds
Once the core works
- Reconnect handling when a player drops off wifi
- Question packs that hosts can import
- Team mode
- Spectator view for a projector
Data you will need
Rooms, players, questions and answers. Most state is in memory during a game; only results need persisting.
Stack options
WebSockets on any stack. Redis if you want rooms to survive a server restart.
What a reviewer can infer
Real-time synchronisation and server-authoritative timing; Managing ephemeral game state; Reconnection and failure handling; Mobile-first interface under time pressure.
Why this works as portfolio evidence
Timing is the interesting problem: you cannot trust the client's clock, so the server has to be authoritative. That is a real distributed-systems idea in a project you can demo live in an interview.
Advanced
AdvancedGame developmentBack-endAuthoritative Multiplayer Game Server
Naive multiplayer games trust the client, so they desynchronise and can be cheated. Doing it properly means the server owns the truth.
6+ weeks of evenings
Authoritative Multiplayer Game Server
Naive multiplayer games trust the client, so they desynchronise and can be cheated. Doing it properly means the server owns the truth.
6+ weeks of evenings
Who it is for
Players of a small real-time game — top-down shooter, racing, or similar.
Build this first
- Server-authoritative game state on a fixed tick
- Client prediction with server reconciliation
- Interpolation of other players' positions
- Lag compensation for hit detection
- Room-based matchmaking
Once the core works
- Delta compression of state updates
- Anti-cheat validation of client inputs
- Spectator mode
- Replay recording and playback
Data you will need
In-memory game state per room. Persist only match results and player statistics.
Stack options
Go, Rust or C# for the server; any engine or a browser client. UDP or WebRTC data channels where latency matters.
What a reviewer can infer
Network programming and protocol design; Client prediction and reconciliation; Real-time performance under a tick budget; Security thinking — never trust the client.
Why this works as portfolio evidence
Client prediction and lag compensation are genuinely difficult and well documented, so you can work from published techniques and still produce something hard. A playable demo in an interview is memorable in a way a screenshot is not.
Other tracks
- Front-end portfolio projects — Interface work where the difficulty is in state, accessibility and performance rather than in the styling.
- Back-end portfolio projects — APIs, data modelling, concurrency and the infrastructure that keeps a service standing up.
- Full-stack portfolio projects — End-to-end products with authentication, a database and a deployed front end talking to your own API.
- Mobile portfolio projects — Native and cross-platform apps, where offline behaviour and platform conventions do most of the judging.
- All 30 briefs — the complete library, grouped by difficulty.
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