Pixel Battle Arena gameplay

Pixel Battle Arena

Digital Card Game 120K MAU

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.

Technical Wins

  • Migrated from custom lobby system to PlayFab Lobbies API, cutting server costs by 35%
  • Added reconnection middleware that persists game state in Redis for 5 minutes post-disconnect
  • GSDK health check tuning reduced false-positive server shutdowns by 92%
28s
Avg Match Time
94%
Reconnect Success
35%
Cost Reduction

Arena Clash

Fast-Paced Shooter 250K CCU Peak

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.

Technical Wins

  • Implemented custom GSDK wrapper that auto-scales server pools based on queue depth
  • Built client-side prediction rollback system for projectile hits using Netcode's NetworkTransform
  • Integrated Firebase Auth token refresh into PlayFab session management, eliminating mid-match auth drops
60Hz
Server Tick Rate
99.7%
Session Stability
10x
Traffic Handled
Arena Clash multiplayer action
Nebula Wars tactical gameplay

Nebula Wars

Tactical Multiplayer 85K DAU

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.

Technical Wins

  • Designed deterministic turn reconciliation that replays missed server ticks on rejoin
  • Added PostgreSQL stored procedures for match history queries, reducing API response time by 400ms
  • Configured PlayFab leaderboard sharding to handle 500K+ player rankings without timeout
0
Desync Reports
400ms
Query Speedup
500K
Leaderboard Scale

Let's Fix Your Multiplayer Systems

These aren't theory projects. Every metric above came from production telemetry. Your card game deserves the same rigor.

See Technical Approach