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muzig/README.md

muzig | Building the future of game infrastructure

6+ years building scalable backend systems for SLG games. Go expert. Currently focused on AI-augmented development workflows and distributed systems tooling.

πŸ‘‹ About Me

I'm a backend engineer specializing in high-concurrency game server architecture, with additional hands-on experience in Unity frontend development. I've spent the last 6+ years deep in the trenches of SLG (Simulation/Strategy Game) development β€” building both the backend infrastructure that handles thousands of concurrent users, cross-server synchronization, and real-time state management, as well as the Unity-based game clients that players actually interact with.

This full-stack game development background gives me a unique perspective β€” I don't just design APIs and infrastructure; I understand how they're consumed on the client side.

Currently exploring the intersection of AI and developer tooling β€” specifically how LLMs and MCP can revolutionize the way teams build and operate backend systems.

When building internal tools and dashboards, I also work on the web frontend β€” typically with Vue, turning backend services into usable interfaces for the team.

πŸ›  What I'm Working On

Open Source

Planning to open source components extracted from production systems. Currently working on:

  • [WIP: kratos-extensions] β€” opinionated extensions and utilities for Kratos framework
  • [WIP: go-middleware-kit] β€” battle-tested middleware for Go services (rate limiting, circuit breaking, tracing)

Fun fact: I've starred the entire OpenClaw ecosystem on GitHub. Lobster enthusiasm.

Internal Tools

  • Cross-Server Communication Annotations β€” A code annotation system that makes cross-server calls feel like local calls. Significantly reduced cross-server development complexity for my team.
  • Dify + MCP Integration β€” AI-assisted development toolchain built on top of Dify and MCP protocol, bringing AI capabilities directly into the development workflow.

Exploring

  • Hermes Agent β€” Currently researching multi-agent orchestration frameworks and their applications in game server operations and developer workflows.
  • Human-AI Collaboration Platforms β€” Exploring platforms like Multica that bridge human workflows with AI agents, evaluating how they could fit into game development and operations.

🧱 Technical Stack

Core: Go (expert) Β· Python Β· Lua Β· C++

Game Dev: Unity (C#) Β· Game Client Β· SLG Mechanics

Web Frontend: Vue.js Β· Internal Tools & Dashboards

Infra: Kubernetes Β· Docker Β· Redis Β· MongoDB Β· MySQL Β· gRPC

Architecture: Microservices Β· DDD Β· Distributed Systems Β· Event-Driven

AI: Dify Β· MCP Protocol Β· LLM Integration

πŸ“ˆ Focus Areas

Area What I Care About
Performance Latency, throughput, memory efficiency β€” especially under load
Developer Experience Tooling, automation, AI-assisted workflows
Reliability Observability, tracing, fault tolerance
Architecture Clean boundaries, maintainable microservices

🦞 Lobster Powered

Running on OpenClaw β€” the AI assistant that actually gets things done. Yes, I'm a lobster.

πŸ“© Contact


Last updated: 2026-04

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