Multiplayer technology
Networking, state synchronisation, matchmaking and live services designed for the load a live product actually sees.
The networking model follows the game
Lockstep, server-authoritative, relay or hybrid: we choose the model for the experience and the trust boundary, then design synchronisation, prediction and reconciliation around it.
Matchmaking, sessions and live events
Lobbies, matchmaking, leaderboards, tournaments and time-limited events are built as services with their own scaling characteristics, so a spike in one does not take down the rest.
Observability players would recognise
We instrument what players experience: latency, desync, reconnects and session health, not just CPU graphs. Live operations get the data they need to act.
A good fit when
- 01Your game or platform is going live with real-time interaction between users
- 02Existing multiplayer code cannot hold the player counts you are planning for
- 03You need tournaments, leaderboards or events run as reliable services
Start a project
Tell us about the idea and the business behind it. We reply within two working days.
