BACKEND & CLOUD

Backend & Cloud

Realtime multiplayer, matchmaking, player services, dedicated game servers, Kubernetes infrastructure and the operational systems required to keep connected games running.

From the first authority decision to Agones-based server fleets, Open Match matchmaking, deployment pipelines, observability and live scaling, this discipline owns what must keep working after the player presses Connect.

DISCIPLINE SCOPE

We build and operate the online foundation behind connected products.

Our backend discipline covers realtime multiplayer, matchmaking and lobbies, player services, dedicated servers, managed hosting and cloud infrastructure.

We design around game actions, session lifecycle and valuable player state—not generic web traffic. Client contracts, deployment, observability and recovery are included in the same technical plan.

01

Realtime and sessions

Authority, replication, lobbies, matchmaking, reconnects and match result flow.

02

Player and product state

Identity, progression, inventory, economy, configuration and live-operation tools.

03

Servers and capacity

Headless builds, allocation, regions, scaling, safe rollout and active-match protection.

04

Cloud operations

CI/CD, data, observability, recovery, security, cost control and managed response.

Networking designed around what the player can do and who may decide it.

Networking designed around what the player can do and who may decide it.

We design and implement realtime multiplayer for new and existing games. The work covers authority, replication, prediction, session flow, reconnects, headless builds and the operational visibility needed to diagnose behavior outside the studio network.

01

Authority and simulation

Decide which state is trusted, where simulation runs and how valuable or competitive actions are validated.

02

Replication and responsiveness

State synchronization, interest management, interpolation, prediction and reconciliation tailored to the actual game loop.

03

Session lifecycle

Create, join, leave, reconnect, migrate or end sessions without losing ownership of player and match state.

04

Production diagnostics

Headless builds, network metrics, structured events, replayable scenarios and tools that distinguish code, network and capacity failures.

How we make multiplayer risk visible

How we make multiplayer risk visible

We start with an authority and state model, then test the game under latency, jitter, packet loss, disconnects and version mismatch before scale testing can create false confidence.

  1. 01

    Model the game loop

    Identify shared state, action rates, fairness needs, host model, party flow and the acceptable experience under network delay.

  2. 02

    Build a networked vertical slice

    Prove the hardest interaction with instrumentation and controllable adverse network conditions.

  3. 03

    Integrate sessions and services

    Connect identity, lobbies, matchmaking, allocation, persistence and version compatibility.

  4. 04

    Harden and load test

    Exercise reconnects, partial failure, exploit surfaces and server capacity with useful telemetry attached.

Multiplayer deliverables

Multiplayer deliverables

We can own the complete online path or a defined networking layer within an existing platform.

  • Authority, state and bandwidth model
  • Networked gameplay and prediction systems
  • Lobby, session and reconnect flow
  • Headless server build and integration
  • Network test scenarios, metrics and operating guide

Multiplayer deliverables

Networking designed around what the player can do and who may decide it.

Match quality, wait time and capacity managed as one live system.

Match quality, wait time and capacity managed as one live system.

We build matchmaking and lobby flows around the population your game actually has. Skill, latency, parties, regions, modes, backfill and server supply become observable rules that operators can tune as conditions change.

01

Queue and rule design

Search expansion, skill windows, latency limits, party treatment, role constraints and wait-time policy.

02

Lobby and party lifecycle

Invites, leadership, readiness, cancellation, reconnects, private sessions and handoff into an allocated match.

03

Server allocation

Connect match formation to regional capacity, versioned builds, warm pools, admission and failure recovery.

04

Operator controls

Metrics, dashboards, configuration and experiments for queue health, match quality, failures and population shifts.

How we design a system that can be tuned after launch

How we design a system that can be tuned after launch

We model representative population distributions before implementation, then keep rules configurable and outcomes measurable so operators can trade match quality against wait time deliberately.

  1. 01

    Define the match

    Document parties, modes, skill signals, latency, region, team composition, join-in-progress and competitive integrity.

  2. 02

    Simulate population

    Use expected and adverse player distributions to expose impossible rules, sparse queues and capacity pressure.

  3. 03

    Implement the lifecycle

    Build queue, lobby, allocation and failure handling with idempotent transitions and visible ownership.

  4. 04

    Instrument and tune

    Measure search time, expansion, abandonment, match composition and allocation failures in production.

What the matchmaking work provides

What the matchmaking work provides

A useful delivery includes the operating model and tuning surfaces, not only an endpoint that returns a match.

  • Match rules and population model
  • Party, lobby and queue services
  • Allocation and session handoff
  • Configurable tuning and rollout controls
  • Queue health, quality and failure telemetry

What the matchmaking work provides

Match quality, wait time and capacity managed as one live system.

Player state and game rules protected across retries, versions and failures.

Player state and game rules protected across retries, versions and failures.

We build backend services for identity, progression, inventory, economy, social features, configuration and live operations. APIs are designed around game actions and valuable state, with consistency, abuse prevention and client compatibility made explicit.

01

Identity and player services

Platform sign-in, account linking, profiles, entitlements, permissions and privacy-aware player data.

02

Progression and economy

Inventories, rewards, currencies, purchases and idempotent transactions with auditable state changes.

03

Live configuration and content

Remote settings, events, offers, content metadata and version-aware delivery with controlled rollout.

04

Telemetry and operator tools

Structured game events, dashboards, support actions and traceable administration for live teams.

How we design a backend around the game loop

How we design a backend around the game loop

We map player actions and state ownership before selecting services or data stores. The client contract includes retries, offline behavior, version overlap and partial failure from the beginning.

  1. 01

    Map actions and state

    Identify valuable data, consistency needs, trust boundaries, retention, expected load and operational users.

  2. 02

    Define versioned contracts

    Specify requests, events, errors, idempotency and compatibility so client and backend teams can work independently.

  3. 03

    Build in observable slices

    Deliver end-to-end features with authentication, data, telemetry and administrative needs included.

  4. 04

    Test recovery and scale

    Exercise retries, duplicate requests, dependency failure, migrations, burst traffic and rollback.

Backend deliverables

Backend deliverables

The result is an operable service boundary with source, deployment and data ownership made clear.

  • Domain and data model
  • Versioned APIs, events and client integration
  • Identity, progression or economy services
  • Administrative and live-operation tools
  • Deployment, observability and recovery documentation

Backend deliverables

Player state and game rules protected across retries, versions and failures.

Dedicated server infrastructure shaped around active matches.

Dedicated server infrastructure shaped around active matches.

We package and deploy authoritative game-server builds, then connect them to allocation, regions, capacity, health and safe version rollout. The infrastructure understands that an active match cannot be treated like a stateless web request.

01

Headless server builds

Repeatable Linux or supported target builds, configuration, content versioning and runtime diagnostics.

02

Allocation and admission

Match requests, placement, connection details, authentication, readiness and failure-safe handoff.

03

Capacity and regions

Warm supply, scaling signals, geographic placement and cost controls based on session demand.

04

Health and rollout

Process health, match-aware draining, crash recovery, canary versions and protection for sessions already in progress.

How we move from server binary to reliable session capacity

How we move from server binary to reliable session capacity

We measure startup, resource use, match duration and regional demand, then select the simplest hosting model that can protect sessions and meet recovery goals.

  1. 01

    Characterize the workload

    Benchmark server CPU, memory, bandwidth, startup, session length and build compatibility.

  2. 02

    Package and instrument

    Create immutable builds with configuration, logs, metrics and termination behavior suitable for automation.

  3. 03

    Connect allocation

    Integrate matchmaking or session services with placement, readiness, admission and cleanup.

  4. 04

    Exercise operations

    Test demand spikes, crashes, deployment, draining, rollback and regional impairment.

Dedicated-server deliverables

Dedicated-server deliverables

We can deliver the platform to your operators or continue under a managed-hosting engagement.

  • Headless build and container package
  • Allocation and session integration
  • Regional capacity and scaling policy
  • Metrics, logs, alerts and dashboards
  • Deployment, drain, rollback and recovery runbooks

Dedicated-server deliverables

Dedicated server infrastructure shaped around active matches.

An operating team for the systems that must stay available after launch.

An operating team for the systems that must stay available after launch.

Managed hosting covers the recurring work around game servers and supporting services: capacity, releases, monitoring, incident response, backups, security maintenance and cost review. Responsibilities and response expectations are agreed rather than hidden behind a vague platform promise.

01

Production monitoring

Service, session and player-impact signals with alerts tied to an owned response and useful diagnostic context.

02

Release operations

Scheduled and emergency changes, canaries, match-aware draining, rollback and compatibility management.

03

Capacity and reliability

Regional demand review, scaling thresholds, dependency health, recovery exercises and availability reporting.

04

Cost and lifecycle

Resource attribution, idle capacity, retention, upgrades, vulnerability response and planned technical maintenance.

How managed operation is established

How managed operation is established

We first make the system observable and define the responsibility boundary. Only then can response targets, maintenance and improvement work be managed credibly.

  1. 01

    Operational readiness review

    Assess architecture, access, deployment, monitoring, dependencies, backups, security and current runbooks.

  2. 02

    Define service ownership

    Agree supported systems, hours, escalation, response targets, release authority and customer responsibilities.

  3. 03

    Stabilize and baseline

    Close critical visibility and recovery gaps and establish reliability, usage and cost baselines.

  4. 04

    Operate and improve

    Respond, report, review incidents and deliver prioritized reliability or cost improvements.

What managed hosting includes

What managed hosting includes

The final service boundary is tailored to the product, but it remains explicit and reviewable.

  • Service ownership and escalation matrix
  • Monitoring, alerting and incident workflow
  • Release and rollback operation
  • Backup and recovery verification
  • Recurring reliability, capacity and cost review

What managed hosting includes

An operating team for the systems that must stay available after launch.

Cloud foundations that a real team can deploy, observe and recover.

Cloud foundations that a real team can deploy, observe and recover.

We design production environments for games, immersive platforms and AI systems across networking, compute, data, delivery, security and observability. Complexity is introduced only when workload and ownership make it worthwhile.

01

Environment and delivery

Repeatable infrastructure, CI/CD, secrets, artifact promotion and controlled changes across development and production.

02

Compute and data

Services, containers, workers, queues, databases, caches and storage selected around workload and consistency needs.

03

Observability and recovery

Metrics, logs, traces, alerts, backups, restore tests and runbooks connected to player or user impact.

04

Security and cost

Least-privilege access, network boundaries, dependency maintenance, usage attribution and capacity planning.

How we build the operating model with the platform

How we build the operating model with the platform

Infrastructure diagrams are not enough. We identify who deploys, who responds, what must recover and what the product can afford, then automate the smallest platform that satisfies those responsibilities.

  1. 01

    Map workload and ownership

    Document traffic, state, regions, dependencies, data sensitivity, recovery targets, team skills and budget.

  2. 02

    Design the production path

    Choose environment boundaries, delivery flow, compute and data services with explicit failure assumptions.

  3. 03

    Automate and instrument

    Implement infrastructure, CI/CD, dashboards, alerts and access controls together.

  4. 04

    Verify recovery and handover

    Run deployment, rollback, restore and failure exercises and leave usable operational documentation.

Cloud and DevOps deliverables

Cloud and DevOps deliverables

The implementation remains visible and maintainable whether we hand it over or continue operating it.

  • Architecture and responsibility model
  • Infrastructure and environment configuration
  • CI/CD and release controls
  • Observability, alerts and dashboards
  • Backup, recovery, security and cost runbooks

Cloud and DevOps deliverables

Cloud foundations that a real team can deploy, observe and recover.

TECHNICAL PRIORITIES

From decision to production.

  1. 01

    Model

    Map authority, state, traffic, consistency, failure and ownership before choosing infrastructure.

  2. 02

    Contract

    Define versioned client, service and operational interfaces so teams can work independently.

  3. 03

    Validate

    Exercise latency, retries, duplicate work, disconnects, dependency failure and burst demand.

  4. 04

    Operate

    Deploy with useful metrics, controlled rollout, recovery procedures and visible run cost.

We build and operate the online foundation behind connected products.

We design around game actions, session lifecycle and valuable player state—not generic web traffic. Client contracts, deployment, observability and recovery are included in the same technical plan.

START WITH THIS DISCIPLINE

Make the online foundation observable, reliable and ready for real traffic.

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