Realtime and sessions
Authority, replication, lobbies, matchmaking, reconnects and match result flow.
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
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.
Authority, replication, lobbies, matchmaking, reconnects and match result flow.
Identity, progression, inventory, economy, configuration and live-operation tools.
Headless builds, allocation, regions, scaling, safe rollout and active-match protection.
CI/CD, data, observability, recovery, security, cost control and managed response.
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.
Decide which state is trusted, where simulation runs and how valuable or competitive actions are validated.
State synchronization, interest management, interpolation, prediction and reconciliation tailored to the actual game loop.
Create, join, leave, reconnect, migrate or end sessions without losing ownership of player and match state.
Headless builds, network metrics, structured events, replayable scenarios and tools that distinguish code, network and capacity failures.
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.
Identify shared state, action rates, fairness needs, host model, party flow and the acceptable experience under network delay.
Prove the hardest interaction with instrumentation and controllable adverse network conditions.
Connect identity, lobbies, matchmaking, allocation, persistence and version compatibility.
Exercise reconnects, partial failure, exploit surfaces and server capacity with useful telemetry attached.
Multiplayer deliverables
We can own the complete online path or a defined networking layer within an existing platform.
Multiplayer deliverables

Networking designed around what the player can do and who may decide it.
A large-scale Unity FPS combining client/server prediction, dynamic voxel terrain and dedicated Linux servers.
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.
A competitive mobile VR FPS using client-side prediction under a strict 90 FPS device target.
Networking designed around what the player can do and who may decide it.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.
Search expansion, skill windows, latency limits, party treatment, role constraints and wait-time policy.
Invites, leadership, readiness, cancellation, reconnects, private sessions and handoff into an allocated match.
Connect match formation to regional capacity, versioned builds, warm pools, admission and failure recovery.
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
We model representative population distributions before implementation, then keep rules configurable and outcomes measurable so operators can trade match quality against wait time deliberately.
Document parties, modes, skill signals, latency, region, team composition, join-in-progress and competitive integrity.
Use expected and adverse player distributions to expose impossible rules, sparse queues and capacity pressure.
Build queue, lobby, allocation and failure handling with idempotent transitions and visible ownership.
Measure search time, expansion, abandonment, match composition and allocation failures in production.
What the matchmaking work provides
A useful delivery includes the operating model and tuning surfaces, not only an endpoint that returns a match.
What the matchmaking work provides
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.
Platform sign-in, account linking, profiles, entitlements, permissions and privacy-aware player data.
Inventories, rewards, currencies, purchases and idempotent transactions with auditable state changes.
Remote settings, events, offers, content metadata and version-aware delivery with controlled rollout.
Structured game events, dashboards, support actions and traceable administration for live teams.
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.
Identify valuable data, consistency needs, trust boundaries, retention, expected load and operational users.
Specify requests, events, errors, idempotency and compatibility so client and backend teams can work independently.
Deliver end-to-end features with authentication, data, telemetry and administrative needs included.
Exercise retries, duplicate requests, dependency failure, migrations, burst traffic and rollback.
Backend deliverables
The result is an operable service boundary with source, deployment and data ownership made clear.
Backend deliverables
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.
Repeatable Linux or supported target builds, configuration, content versioning and runtime diagnostics.
Match requests, placement, connection details, authentication, readiness and failure-safe handoff.
Warm supply, scaling signals, geographic placement and cost controls based on session demand.
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
We measure startup, resource use, match duration and regional demand, then select the simplest hosting model that can protect sessions and meet recovery goals.
Benchmark server CPU, memory, bandwidth, startup, session length and build compatibility.
Create immutable builds with configuration, logs, metrics and termination behavior suitable for automation.
Integrate matchmaking or session services with placement, readiness, admission and cleanup.
Test demand spikes, crashes, deployment, draining, rollback and regional impairment.
Dedicated-server deliverables
We can deliver the platform to your operators or continue under a managed-hosting engagement.
Dedicated-server deliverables
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.
Service, session and player-impact signals with alerts tied to an owned response and useful diagnostic context.
Scheduled and emergency changes, canaries, match-aware draining, rollback and compatibility management.
Regional demand review, scaling thresholds, dependency health, recovery exercises and availability reporting.
Resource attribution, idle capacity, retention, upgrades, vulnerability response and planned technical maintenance.
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.
Assess architecture, access, deployment, monitoring, dependencies, backups, security and current runbooks.
Agree supported systems, hours, escalation, response targets, release authority and customer responsibilities.
Close critical visibility and recovery gaps and establish reliability, usage and cost baselines.
Respond, report, review incidents and deliver prioritized reliability or cost improvements.
What managed hosting includes
The final service boundary is tailored to the product, but it remains explicit and reviewable.
What managed hosting includes
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.
Repeatable infrastructure, CI/CD, secrets, artifact promotion and controlled changes across development and production.
Services, containers, workers, queues, databases, caches and storage selected around workload and consistency needs.
Metrics, logs, traces, alerts, backups, restore tests and runbooks connected to player or user impact.
Least-privilege access, network boundaries, dependency maintenance, usage attribution and capacity planning.
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.
Document traffic, state, regions, dependencies, data sensitivity, recovery targets, team skills and budget.
Choose environment boundaries, delivery flow, compute and data services with explicit failure assumptions.
Implement infrastructure, CI/CD, dashboards, alerts and access controls together.
Run deployment, rollback, restore and failure exercises and leave usable operational documentation.
Cloud and DevOps deliverables
The implementation remains visible and maintainable whether we hand it over or continue operating it.
Cloud and DevOps deliverables
TECHNICAL PRIORITIES
Map authority, state, traffic, consistency, failure and ownership before choosing infrastructure.
Define versioned client, service and operational interfaces so teams can work independently.
Exercise latency, retries, duplicate work, disconnects, dependency failure and burst demand.
Deploy with useful metrics, controlled rollout, recovery procedures and visible run cost.
START WITH THIS DISCIPLINE