About the service
I develop the server side of online games so players connect quickly, stay in sync, and don't notice latency. Over the years I've launched authoritative game servers, matchmaking and lobby systems for shooters, card games, io-arenas, and coop mobile, PC, and console titles. My strength is netcode that survives real-world network conditions: packet loss, jitter, high ping, and players reconnecting at the worst possible tick. I take a project from initial architecture sketch to a live, monitored cluster that scales to your load.
Work usually starts with choosing transport and state model. I pick UDP with reliability wrapper or WebSocket depending on genre, then build an authoritative simulation with server reconciliation, client prediction, and lag compensation to make cheating hard and movement smooth. On top I plug in skill-based matchmaking, region and party filtering, persistent lobbies with reconnect, leaderboards and seasonal rating, plus a session service that survives crashes. Everything's covered by metrics, tracing, and load tests: you know your tick rate and per-player cost before launch.
For infrastructure I containerize game servers, add an orchestrator that spins up and tears down fleets on demand, and put a thin secured gateway for auth and abuse protection in front. I can wire your accounts, shop, and analytics or build the whole stack from scratch. You get documentation, load tests, and a runbook for your team. If you already have a prototype that falls apart at a few hundred players, I do targeted rescue: profiling, rewriting hot paths, and fixing sync bugs that only show up under real traffic.
— Authoritative servers, prediction, reconciliation, lag compensation
— Matchmaking, parties, routing by skill and region, persistent lobbies
— Leaderboards, seasons, sessions, anticheat, and rate limits
— Container fleets, autoscaling, load tests, and monitoring
Work usually starts with choosing transport and state model. I pick UDP with reliability wrapper or WebSocket depending on genre, then build an authoritative simulation with server reconciliation, client prediction, and lag compensation to make cheating hard and movement smooth. On top I plug in skill-based matchmaking, region and party filtering, persistent lobbies with reconnect, leaderboards and seasonal rating, plus a session service that survives crashes. Everything's covered by metrics, tracing, and load tests: you know your tick rate and per-player cost before launch.
For infrastructure I containerize game servers, add an orchestrator that spins up and tears down fleets on demand, and put a thin secured gateway for auth and abuse protection in front. I can wire your accounts, shop, and analytics or build the whole stack from scratch. You get documentation, load tests, and a runbook for your team. If you already have a prototype that falls apart at a few hundred players, I do targeted rescue: profiling, rewriting hot paths, and fixing sync bugs that only show up under real traffic.
— Authoritative servers, prediction, reconciliation, lag compensation
— Matchmaking, parties, routing by skill and region, persistent lobbies
— Leaderboards, seasons, sessions, anticheat, and rate limits
— Container fleets, autoscaling, load tests, and monitoring