Skip to main content

Dev Station Technology

Games

Game backends built for launch-day traffic

Player accounts, matchmaking data and live-service tooling that hold at launch. We delivered a 30,000+ concurrent user platform in one month.

30,000+Concurrent users in our nearest build
1Month to deliver the first phase
15Standards in the ICO Age Appropriate Design Code
40+Developers on staff
What this is

Launch day is a load test you cannot rehearse

A game with a good launch gets all its players in the same hour. The backend has to take that, and the data it holds about young players has legal weight in the UK.

Where we have proof

a platform that carried 30,000+ concurrent users with one month for the first phase

Where we have not yet

We have no published game case. We say so on the first call and show the closest work.

Services

What we build for game studios

Player accounts and identity

Sign-in, profiles and linked platforms.

Live-service backends

Events, inventories and economies that scale on microservices.

Real-time event streaming

Telemetry on AWS Kinesis, ready for analytics and tuning.

Matchmaking and session data

The data around a match, kept consistent under load.

Player analytics

Retention and spend by cohort.

Age appropriate design controls

Settings, defaults and data minimisation for young players.

Rules

What the ICO code expects of online games

These come from the Information Commissioner, ico.org.uk.

Fifteen standardsThe Age Appropriate Design Code sets out 15 standards for online services likely to be accessed by children. Source: Information Commissioner, ico.org.uk.
Online games are in scopeThe code applies to online games likely to be accessed by children, whether or not they are aimed at them. Source: same ICO guidance.
Case study

The nearest build we can show you

Cryptocurrency marketing platform built by Dev Station
Fintech, Hong Kong

Cryptocurrency marketing platform

Different sector, same load. A platform connecting thousands of users had to support 30,000+ concurrent users, with one month for the first phase. We delivered on microservices and AWS Kinesis, with .NET and Angular.

30,000+Concurrent users supported
Who we build for

The teams who call us

Indie and mid-size game studios

Teams whose backend is the part they would rather not build.

Publishers running live services

Where events and updates must not take the service down.

Mobile game companies

Large player bases and short launch windows.

Esports and community platforms

Products built around scheduled spikes in traffic.

Related reading: social networking software, entertainment software and SaaS software.

FAQs

What buyers ask first

Do you have a game case?

Not yet published. We say so on the first call and show the closest work, which is a platform built for 30,000+ concurrent users.

Do you build the game itself?

We build the backend and services around it. The game client is usually your studio engine.

Do you give advice on the ICO code?

No. That advice comes from your data protection lead. We build the controls they specify.

Who owns the code and the cloud accounts?

You do, from the first commit. Repositories and cloud accounts stay in your name.

Tell us your launch date

Thirty minutes with the engineers on expected players, your backend and what breaks first at launch.

Let's Talk