
MetaVoiceChat
Self-contained proximity voice chat for Unity, designed to work with the networking stack a game already uses.
I build multiplayer games, reusable Unity systems, and developer tools—then take them far enough to ship.
Games using MetaVoiceChat have reached more than six million players across known releases and demos.
Aggregate creator-supplied reach, rounded by title as of July 2026. It represents the audience of selected games using the system—not package downloads or active users.
Products for players, infrastructure for developers, and case studies for the engineering behind both.
Open-source, network-agnostic voice chat for Unity multiplayer games.
02 — ProductsReleased collaborations, experiments in progress, and multiplayer chaos.
03 — EngineeringNetworking systems, developer tools, interactive experiments, and technical decisions.
Each project is presented through its problem, constraints, implementation, and result—not just a technology list.

Self-contained proximity voice chat for Unity, designed to work with the networking stack a game already uses.
A focused rewrite of FizzySteamworks with modernized control over connection handling, logging, authentication, and server policy.
A browser-based visualization of a cosmological hypercone, preserved as a lightweight case study with an opt-in Unity WebGL demo.
My work tends to begin where a game idea meets a difficult systems problem: networking, voice, simulation, tooling, or deployment.
I care about the parts players feel and the infrastructure developers have to live with afterward.
Contact Connor