Orrin Velthaus
Lead Systems Architect
Orrin spent six years on backend infrastructure for session-based shooters before joining Betagame. He runs groups focused on netcode fundamentals and server-authoritative design patterns.
Betagame brings together developers, designers, and systems thinkers to build multiplayer experiences worth playing. We work in structured groups — sharing problems, testing ideas, and moving forward together rather than in isolation.
Multiplayer game development is genuinely hard. Latency, state synchronization, player behavior at scale — these are problems that rarely have clean solutions, and working through them alone tends to produce brittle results. Betagame started from a simple observation: developers make better decisions when they can talk through problems with people who understand the same constraints.
Our approach centers on structured group sessions where participants work on real projects — not toy examples. Whether the focus is GTA VI-style open-world networking, session-based matchmaking, or cooperative progression systems, the work stays grounded in what ships, not what sounds good in theory.
Sessions kept small — 6 to 12 participants — so every voice gets heard and no one gets lost in the crowd.
Fully virtual. Participants connect from their own environments while working toward shared technical goals.
Grand Theft Auto VI and similar large-scale multiplayer architectures inform many of our case studies and design challenges.
Everyone who leads a group at Betagame has worked on shipped multiplayer titles. That matters because the questions participants bring — about GTA VI-scale persistence, about server authority vs. client prediction, about what breaks under real player load — require answers from people who have faced those exact situations.
Lead Systems Architect
Orrin spent six years on backend infrastructure for session-based shooters before joining Betagame. He runs groups focused on netcode fundamentals and server-authoritative design patterns.
Live Operations Lead
Saoirse's background is in live game management for open-world titles — the kind of persistent, large-scale environments that Grand Theft Auto VI represents. She facilitates groups on player economy and event systems.
Multiplayer Design Specialist
Teodas focuses on cooperative and competitive game design mechanics. His groups work through the social and systemic side of multiplayer — matchmaking fairness, progression pacing, and player retention without dark patterns.
5633 Summitview Ave, Yakima, WA 98908 · support@betagame.info · +1 607 334 9599