Cross-platform multiplayer infrastructure — matchmaking, lobbies and server-authoritative netcode that we now drop into every game we ship.
Cross-platform multiplayer infrastructure — matchmaking, lobbies, and server-authoritative netcode with client-side prediction — built once and reused across every multiplayer title we ship.
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.
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.
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.
Unfinished and posted anyway. Drag, swipe, or use the arrows — these change often.
The pieces that make up this project, shipped and in production.
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.