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Multiplayer Gaming

Cross-platform multiplayer infrastructure — matchmaking, lobbies and server-authoritative netcode that we now drop into every game we ship.

STATUS
Live, in production
TYPE
Multiplayer infrastructure
NETCODE
Server-authoritative
WHO IT'S FOR
Studios shipping multiplayer games
TIMELINE
6 months to generalise
TEAM
3 engineers

Overview

Cross-platform multiplayer infrastructure — matchmaking, lobbies, and server-authoritative netcode with client-side prediction — built once and reused across every multiplayer title we ship.

The Problem

Every new multiplayer title was rebuilding matchmaking, netcode and anti-cheat hooks from scratch, because those systems are genuinely hard and were treated as a per-game feature rather than shared infrastructure — which meant the second and third titles took nearly as long to ship as the first.

How We Solved It

We generalised the netcode built for our own shooter and strategy titles into standalone infrastructure — skill-based matchmaking, dedicated server orchestration spun up per match, and server-authoritative simulation with client-side prediction and reconciliation, all cross-platform from the start.

Key Decisions

The Result

The next multiplayer title we ship reuses this layer instead of rebuilding it, which is what's let build-to-launch time shrink with each new title rather than staying flat.

The first title built on the shared layer after FPS Games needed a fraction of the netcode-specific engineering time the original title did.

Screenshots

What it looks like today

Unfinished and posted anyway. Drag, swipe, or use the arrows — these change often.

Netcode debug view
CURRENT BUILD NETCODE DEBUG TICK 128 CLIENT PREDICTION vs SERVER TRUTH FRAME BUDGET · 16ms
Client prediction against server truth, and the frame budget — where most of our time actually goes.
01 / 01
What we built

Modules & features

The pieces that make up this project, shipped and in production.

Matchmaking & lobbies
Dedicated server orchestration
Client-side prediction & reconciliation
Cross-platform play
Anti-cheat hooks
Ephemeral per-match dedicated servers
Built with
Unreal EngineC++Node.jsRedis
WHY THIS MATTERS TO US

We built this because we were tired of paying the netcode tax twice. It's easy to justify skipping the generalisation step when a deadline is close — extract it "later" always sounds reasonable in the moment.

The test we hold ourselves to now: if a second title is coming, the extraction happens before the second title starts, not after it's already in trouble.

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