Add multiplayer
- For an existing game with a working core loop.
- Review the current build and code
- Prioritise one play mode first
- Identify systems that need adapting
Add connected play to an existing game or build a new online title, from the first shared session to a scoped launch.
Help players find the right session, invite friends and move from a waiting room into a match with agreed entry rules.
Agree the deliverables and acceptance criteria before development. The handover covers the work included in your project.
Editable client and server work, with the information your team needs to build and maintain the agreed game modes.
Implemented connections for the agreed player, session and persistence services, with documented interfaces and configuration.
A report tied to the tested build, devices and hosting setup, including observed results, unresolved issues and capacity limits.
A release package and operating guide, with a walkthrough for the people responsible for the service after launch.
How many people share one gameplay session? This shapes the rules, state updates and work performed by each game server.
Concurrent users, or CCU, describe simultaneous demand across the service. Include players in matches and any lobby or social activity the brief covers.
Capacity is tested against a defined build, regions, network conditions and hosting setup. A match-size target alone does not establish total capacity or a hosting price.
Two friends join the same room.
This recovery applies while the returning player still has a valid place in the match. If the place has expired, explain why rejoining is unavailable and return the player to a usable lobby instead of leaving them waiting.
Scripted illustration using sample information, not a client case study or a live system.
We start with a playable build, the engine and package versions, and access to the relevant source. The review identifies which gameplay actions, objects and saved data need to be shared, and which single-player assumptions need changing. That assessment informs the estimate before a wider implementation is agreed.
Cross-play needs an agreed platform matrix. Input differences, account identity, game rules, network transport and platform requirements all affect the design. We assess the intended combinations before committing to shared sessions; selecting the same engine does not establish compatibility by itself.
The starting codebase, game modes, target platforms, shared-state complexity and existing backend integrations shape the work. New art, content, voice chat, moderation or additional regions change the scope. An estimate follows a reviewed brief and is broken into milestones with review points.
They are estimated separately from development unless the proposal explicitly includes them. Running costs depend on average and peak demand, regions, server resource use, spare capacity and traffic. We use the agreed usage assumptions and tested setup to discuss a cost range; there is no universal price per player.
Server-side validation can reject actions that break the agreed game rules, but it is not a guarantee against every exploit. The threat model, abuse controls and investigation tools should match the title. Specialist anti-cheat products and ongoing moderation are separate decisions where needed.
Maintenance and ongoing engineering can be scoped alongside delivery. Agree support hours, incident ownership, escalation contacts and the release process before launch. Hosting fees, round-the-clock response and feature development should be stated explicitly in the support agreement rather than assumed.
Ownership and handover terms are recorded in the project agreement. Commissioned work, pre-existing code and licensed third-party tools may have different terms. The handover identifies the repositories, accounts and dependencies needed to operate the agreed build, with access transferred through the agreed process.
Share the concept or current build, target platforms and the first mode you want to launch.
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