[MMORPG Game Development Series with C# and Unity] Part 9: MMO Content Implementation (DB Linkage + Large Structure + Live Preparation)
This lecture continues the content implementation started in Part 7 by using EF Core learned in Part 8.
[Rookiss GameDev Challenge] Unity Indie & UE5 Tech Lab Recruitment Notice (January 2026 Cohort)
Hello, this is Rookiss.
We are starting recruitment for the 3rd cohort
(January 2026 session) of the Rookiss AI Creative GameDev Challenge.
Recruitment Period: December 19, 2025 (Fri) ~ December 28, 2025 (Sun)
Challenge Period: December 28, 2025 (Sun) ~ January 24, 2026 (Sat)
Particularly from this cohort, we will be operating a combination of Unity Indie Lab and UE5 Tech Lab. Please refer to the link for detailed information.
https://inf.run/K8JqR
[Unity Indie Lab] Cat Management Simulation
Instructor: Rookiss

Live Schedule (40+ hours)
- Mon/Wed: Data Structures & Algorithms with Illustrations (Beginner, 8pm~10pm)
- Tue/Thu: C# with Illustrations (Introduction, 8pm~10pm)
- Sun: Cat Management Simulation (Intermediate, 8pm~10pm)
I used to be a huge fan of various management simulation games made by
[UE5 Tech Lab] Counter-Strike Recreation (Part 1)
Instructors: Liu & Haker

Live Schedule (12 hours)
- Sat: Counter-Strike Recreation with Liu & Haker (Advanced, 8pm~11pm)
[Core Technologies Covered in This Project]
- Iris: Concepts, usage, and network optimization of next-generation networking
- CharacterMovementComponent: CMC concepts, network synchronization, and custom code implementation
- UAF: Concepts and utilization of the next-generation animation framework (subject to change)
- Gameplay Ability System: GAS concepts, usage, and network synchronization
- Server Rollback Hit Detection: Implementing fair bullet hit detection, the most challenging technique in FPS
When Unreal Engine transitioned from 4 to 5, it brought revolutionary changes to rendering.
Nanite, Lumen - the graphics paradigm shifted.
So what will change in the transition from 5 to 6?
This time, core frameworks that directly impact the content level are being completely renewed.
Iris, UAF, and other core logic systems we use daily are being completely redesigned.
In particular, Unreal's network system, which can be called the heart of the engine, has evolved beyond the limitations of the existing structure
into a next-generation framework called Iris.
This technology has already been validated through real-world application in Fortnite for the past two years.
Learning these technologies after Unreal Engine 6's official release will be too late.
Many next-generation technologies have already been released at beta level.
As an Unreal developer, you cannot stop evolving.
In this course, we won't just learn 'how to use' next-generation technologies.
We'll understand why these advancements were made, including their background and core concepts.
And we won't stop at learning.
We'll develop CounterStrike ourselves and apply all the technologies in practice.
I'll organize and share with everyone the many technologies I've researched this year,
and with Haker's guidance, we'll explore together
the future of Unreal Engine technology as envisioned by Korea's top-tier engineers.

