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.
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











