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Low-latency networking and backends for live games.

I build the infrastructure under multiplayer and live games: networking layers, relays, matchmaking, accounts, licensing and live-ops services. I've designed and run a production network product of my own.

Game Networking & Backends, part of Games, 3D & Interactive

Sound familiar?

  • Players complain about lag, rubber-banding or desync and you can't pin down why.
  • Your game needs accounts, entitlements or matchmaking and your team are gameplay specialists.
  • Off-the-shelf backend services are expensive at scale or don't fit your game.
  • Cheaters and replayed packets are hurting your community.

Who it's built for

  • Indie and mid-size studios adding multiplayer or live-ops features
  • Gaming tool and service companies (overlays, optimizers, launchers)
  • Teams running dedicated servers who need better tooling and deployment

Built by someone who ships

I build and run production software myself, from pricing engines to automation platforms. Your build gets the same care: tested before real customers touch it, monitored after.

Networking is where games feel good or bad

Players forgive many things, but not lag. Most “the game feels bad” complaints come from the network layer:

  • packets taking a poor route
  • jitter the netcode doesn’t smooth out
  • servers in the wrong place
  • packet loss nobody is measuring

Fixing that starts with measurement and ends with infrastructure designed for real-time traffic.

What I’ve built and run

My own product, a low-latency game network optimizer, routes game traffic through an encrypted relay fleet:

  • A Rust engine that captures only the game’s traffic at packet level and tunnels it to the nearest relay.
  • X25519 encryption and Ed25519 session tokens that relays verify offline, so an API outage never drops a live session.
  • RFC 6479-style replay protection that rejects duplicated or replayed packets.
  • Relay servers in several data centers, deployed automatically by GitHub Actions.
  • The commercial layer: accounts, license keys, Stripe billing, a Discord community integration and an admin console.

What I can build for your game

  • Relay and proxy layers that improve routing and hide server IPs from players.
  • Game backends: accounts, entitlements, inventories, leaderboards, matchmaking queues.
  • Live-ops services: remote config, feature flags, events, telemetry pipelines.
  • Server deployment: containerized dedicated servers, multi-region rollout and health monitoring. See cloud & DevOps.
  • Security: authoritative validation, signed tokens, encrypted transport and rate limiting against abuse.

Pricing

A focused networking or backend sprint typically costs $5,500 to $12,000. Examples:

  • adding a relay layer
  • building an accounts and entitlements service
  • profiling and fixing a latency problem

Larger live-service platforms are delivered in phases.

Running costs depend mostly on bandwidth and regions. During design you get an estimate of the monthly server cost at different player counts, so the infrastructure scales with your revenue rather than ahead of it. Everything is deployed into your own cloud accounts, with automated deployment and documentation. You can run it yourselves or keep me on a small retainer for operations and improvements.

Measure before you optimize

The most expensive networking mistake is optimizing the wrong thing. Before any code changes, I measure:

  • real round-trip times and jitter distributions
  • packet loss by region and ISP
  • server tick behaviour
  • where time is actually spent between client input and server response

Often the biggest win is unglamorous: moving a server region, fixing a routing path, or changing a send rate. You get data first, then a recommendation, then a fixed-price plan.

Working with your team

I work alongside your gameplay programmers, not around them:

  • Shared contracts: backend APIs and network messages are defined together, and the client-side integration is documented.
  • Async updates: progress is shared in short written updates with clear pull requests.
  • Full ownership on handover: your engineers understand and own every service by the end of the engagement.

What you get

  • Working services deployed to your infrastructure
  • Dashboards for latency, packet loss and server health
  • Automated deployment to every region
  • Architecture notes and an operations runbook

What it costs

from $5,500 fixed for the Netcode & Backend Sprint, live in 2–4 weeks.

The final number depends on your integrations, users and data. We scope it together on a 20-minute call, and you get a fixed price in writing before any work starts. It doesn't change unless you change the scope.

Get a price range for your project

How the build runs

  1. Measure

    Profile real latency, jitter and loss paths before changing anything.

  2. Design

    Choose the right model (relays, dedicated servers, P2P with relay fallback) for your game.

  3. Build & secure

    Encrypted transport, signed session tokens, replay protection, rate limiting.

  4. Deploy & observe

    CI-driven multi-region deployment with live metrics.

Built with tools like Rust, C++, Node.js, NestJS, UDP, WebSockets, WireGuard-style crypto, PostgreSQL.

Questions owners ask

Have you built game networking in production?

Yes. I built and operate a [commercial game-network optimizer](/work/game-network-optimizer). It has a Rust packet engine, an encrypted relay fleet, signed session tokens verified offline, replay protection and CI-deployed relay servers.

Can you integrate with Unreal, Unity or Roblox?

Yes. Backend services expose clean APIs to any engine, and I work in Unreal C++ directly.

Can you help with anti-cheat?

I build server-side protections such as authoritative validation, signed tokens, replay protection and rate limits. Kernel-level anti-cheat is a specialist product I'd recommend buying instead of building.

Often paired with

Want this quoted for your business?

You'll get a reply within 1 business hour, from me, with questions or a first plan and price.