Real games, real player counts, real problems solved with PlayFab GSDK and Netcode for GameObjects.
Rebuilt matchmaking system from scratch after launch-week failures left 40% of players unable to find matches. Implemented skill-based queue segmentation and region failover in PlayFab, reducing average wait time from 3m 12s to 28s.
Scaled PlayFab MPS infrastructure to handle 10x traffic spike during Twitch promotion. Optimized Unity Transport buffer sizes and tick rate to support 60Hz server updates without packet loss at 200ms+ latency.
Fixed critical reconnection bug where players rejoining after network hiccup would desync from server authority, causing ghost units and invalid moves. Rebuilt state sync layer using Netcode's NetworkList and custom snapshot system.
These aren't theory projects. Every metric above came from production telemetry. Your card game deserves the same rigor.
See Technical Approach