TYLER MERKERSOFTWARE DEVELOPER

MULTIPLAYER / VR / INTEGRATIONS

I’m Tyler. I build multiplayer, untangle replication, and make connected games run better.

Unreal Engine · C++ · Blueprints · Online services

Footage & credits ↘
Games, research & developer toolsDAIL CORNELLBETIDE STUDIOWILD TALES STUDIO

PORTFOLIO

Selected projects

I work on the gameplay, networking, and service integrations that let people play together.

First-person bow combat inside the Bow-Bots arena▶ Watch official trailer ↗

Official trailer · Siege Industries / IGN VR

01 / VR NETWORK OPTIMIZATION

Bow-Bots

Network Engineer / Gameplay Debugger

An online VR arena game built around bow combat, with matches for up to eight players.

BEFORE~30 FPS or lessAFTER72 FPS, stable

I reduced unnecessary replication and network update traffic so full matches could run smoothly on the headset.

Stable in live games with up to eight players.

Play Bow-Bots on SideQuest ↗

Performance observed during my work on live matches. Video: official trailer.

From my EGIK walkthrough · Blueprint workflow excerpt

Multiplayer integration workView a C++ contribution ↗

02 / ONLINE SERVICES & DEVELOPER TOOLS

Betide integration kits

Software Developer · Betide Studio

Unreal Engine plugins that connect games to Epic Online Services, Steam, and Edgegap for online play.

I develop multiplayer workflows and fix integration issues across matchmaking, lobbies, and server travel.

MatchmakingServer travelC++ / Blueprints

Net/Duel · gameplay capture · Wild Tales Studio

03 / INDEPENDENT MULTIPLAYER GAME

Net/Duel

Co-owner & Lead Developer · Wild Tales Studio

A multiplayer game inspired by Mega Man Battle Network, with customizable abilities and cosmetics and a focus on easy online play.

I built its client/server systems and peer-to-peer integration, and managed contributions within a team of up to six.

Gameplay systemsPeer-to-peerTeam leadership
Completed · Unreleased
Two avatars giving a thumbs up in the DAIL Cornell VR lobby

04 / VR RESEARCH

DAIL Cornell

Software Engineer · May 2024–July 2025

A VR research environment built in Unreal Engine.

Replicated physics for VR

I introduced replicated object interactions, keeping physics behavior consistent between the host and connected clients.

Project still under development. Details under NDA.

Space Heist · gameplay highlight reel

05 / FIRST-PERSON HEIST

Space Heist

Personal project · Unreal Engine

A first-person space-heist game about boarding ships, cutting your own route through them, and taking control.

I’m building its ship, combat, and physics systems, including cutting hulls open and venting rooms into space.

Hull cuttingDecompressionGuard AI
In development

In-engine cinematic showcase

06 / VR EXPLORATION

Scavenger One

Beta

A VR exploration game about investigating a lost research vessel on an uncharted world.

I built all of the game’s code, including its hand-driven climbing and ledge traversal.

Source code is private.

In-engine showcase · Mighty Beaver Studio

07 / GAMEPLAY & DEBUGGING

Hero of the Hive

Gameplay Programmer · Mighty Beaver Studio

An adventure game about a bee rebuilding its hive, exploring the surrounding world, and helping its inhabitants.

I diagnosed and fixed underlying gameplay and save-system issues.

View the game on Steam ↗

DEVELOPER TOOLS

NetDoctor.

My project · In development

Debugging replication in Unreal

A replication-debugging tool for Unreal Engine. It compares state across Play In Editor worlds to help trace where the client and server fall out of sync.

ABOUT ME

A developer
with a QA background.

I started in QA, moved into programming, and kept the habit of chasing down what’s actually wrong.

VR and multiplayer are where I’m most at home. I enjoy figuring out why one player sees something different, why a headset is struggling, or why a service integration stops just short of working.

I also work with AI tools and integrations, including a Stable Diffusion image bridge for Unreal. I’m open to software roles and freelance projects beyond games, too.

Download my résumé ↓
“Excellent advice. Saved me hours of potential pitfalls. Went above and beyond.”

Client feedback · Unreal multiplayer consultation · Upwork, March 2023

CONTACT

What are you
working on?

Tell me about the game, the system, or the problem you need solved.