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A real-time multiplayer game, built to survive its own launch

Delivered by members of Exana's founding team in previous roles — anonymized to protect client confidentiality.

  • Custom Web & Mobile Apps
  • Cloud Architecture
  • DevOps & CI/CD
  • Hosting & Security

Project: an Exana product (real-time multiplayer mobile game)
Service demonstrated: Custom Web & Mobile Apps · Cloud Architecture · DevOps & CI/CD · Hosting & Security

The problem

Real-time multiplayer is the hardest kind of consumer app to run. Players share one game state that must stay consistent across devices in fractions of a second. Traffic arrives in spikes. A single stuck server is visible to every player in the match. The engineering question is not "can it be built" — it is "can it be operated" once real players are on it.

What was built

A distributed, cloud-native system built end to end: a Flutter client, match handlers written in Go on Nakama, a Python/FastAPI service for machine-learning inference, and CockroachDB as the distributed data layer. Deployment runs on Kubernetes with ArgoCD GitOps, so what is in the repository is what is in production. Observability was part of the build, not an add-on — OpenTelemetry, Prometheus, and Grafana, from the first release.

The outcome

The game shipped as a working distributed system with automated deployment and production-grade monitoring. The same pattern — GitOps delivery plus real observability — is what we apply to any product that has to stay up while it changes.


All work

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