BACKEND & ONLINE SYSTEMS
Backend and online systems built for production
Multiplayer, matchmaking, player services, dedicated servers and cloud operations.
This discipline owns shared authority, identity, persistence, sessions, deployment, observability and scale for connected games.
DISCIPLINE SCOPE
The production foundation behind every connected session.
- Multiplayer architecture
- Matchmaking and lobbies
- Realtime authority
- Player identity and services
- Game backend APIs
- Dedicated game servers
- Managed hosting
- Cloud infrastructure
- DevOps and CI/CD
- Monitoring and observability
- Scaling and recovery
- Technical audit
DETAILED SERVICES
Choose the workstream that matches the current constraint.
Multiplayer that feels responsive before it has to scale
Networking architecture and implementation around the actual game loop.
View service B02Matchmaking designed around your game
Skill, latency, party, wait-time and server-capacity rules that operators can observe and tune.
View service B03A backend built for game loops and real players
Identity, persistence, progression, inventory, economy, live operations and telemetry.
View service B04Dedicated game servers without unnecessary complexity
Regional deployment, allocation, scaling, health, recovery and version-safe rollout.
View service B05Cloud infrastructure that scales with players
Production environments, CI/CD, observability, data, recovery, security and cost control.
View service B06Find the risk before it becomes the release plan
A focused review of architecture, code, performance, multiplayer or infrastructure.
View serviceSTART WITH THIS DISCIPLINE