
Backend, systems and tools engineering on the replatforming of a live shooter's online services — executed on a running game with millions of player records.

Partner studio: Puny Human
A fast arena shooter that layers player-created portals over classic FPS combat. After a beta that drew millions of players within weeks, the title's original bespoke backend became the limiting factor on everything from matchmaking to progression.
The game's custom monolithic backend was feature-rich but difficult to scale and costly to extend. The work was to move online services onto a supported online services suite — matchmaking and lobbies, progression, battle pass, challenges, leaderboards and platform achievements — with the game live and player records numbering in the millions. Downtime and data loss were not options.
Engineers were embedded into the backend program as part of the professional services effort, working on systems, backend and tools programming against the AccelByte SDK and Online Services Suite.
Work covered achievements, leaderboards and matchmaking integration, with backend performance optimization to keep service behavior stable under live load. Tooling was built out alongside the integration so the client team could operate and extend the new services after handover.
Engine: Unreal Engine 4.



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