We jumped at the chance to work side by side with the Mediatonic dev team to create the original prototype for Fall Guys. This was a rare opportunity to kick off a multiplayer project with zero code already written.
Mediatonic’s vision was highly ambitious: to use Unity to create a session-based, surprisingly wholesome battle royale with comical physics for up to 60 concurrent players. The studio had plenty of experience with Unity, but their focus until that point had been on mobile games that didn’t rely on real-time, high-performance networking.
Could we, as the experts in multiplayer, help them work out whether such a game was even possible? And could we help them make it?










