A multiplayer game is half client and half server. We design both together so that play feels responsive and cheating is hard.
How we build
Authoritative servers, client-side prediction and lag compensation where the game needs them, and the right transport for the job — WebSockets for turn-based and casual play, UDP-based libraries for fast action. We use managed services such as Photon, PlayFab and Nakama where they save time, and our own Node.js and Postgres backends where we need full control.
What we handle
Matchmaking and lobbies, player accounts and cloud saves, leaderboards and seasons, in-game economy and store validation, anti-cheat basics, scaling on AWS, and monitoring.