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03Gaming / Platform

Scaling a Gaming Platform for 600+ Games

A production publishing platform serving hundreds of live titles, focused on performance, blockchain integration, and safe large-scale releases.

Scaling a Gaming Platform for 600+ Games interface
2021 — 2024
Team of 4
3 years
Next.js · Node.js · PostgreSQL

The Problem

The platform was built for dozens of games, not hundreds. Releases were manual, slow, and risky.

  • Page loads degraded as the catalog grew
  • Manual, error-prone publishing flow
  • No isolation between titles
  • Limited visibility into live issues

Our Solution

Rebuilt the publishing pipeline and rendering strategy so hundreds of titles could ship independently without regressions.

  • Self-serve publishing workflow
  • Edge caching and incremental rendering
  • Per-title feature flags and rollbacks
  • Wallet and on-chain reward integration

Architecture Overview

Key Engineering Challenges

Catalog Performance

Keeping storefront rendering fast as the catalog grew past 600 titles.

Release Safety

Letting studios publish independently without breaking the shared shell.

On-chain Reliability

Handling chain latency and failures without blocking gameplay.

Operational Visibility

Tracing issues across hundreds of titles and third-party builds.

Tech Stack

Frontend

Next.jsTypeScriptTailwind CSSWeb3 SDKs

Backend

Node.jsPostgreSQLRedisQueues

Blockchain

EVM ContractsIndexersWallet Auth

Infra

CDNDockerCI/CDObservability

Impact & Results

600+

Live games supported

2.4s → 0.9s

Storefront load time

10x

Faster release cycle

99.9%

Platform uptime

Publishing went from a support ticket to a self-serve flow we finished in an afternoon.
Partner Studio Lead

What I'd Improve Today

Per-title Isolation

Move each game shell into its own runtime boundary to remove shared-failure risk.

Chain Abstraction

Queue on-chain writes behind an idempotent service with clear retry semantics.

Automated Regression

Visual and performance budgets enforced in CI for every published title.

Scaling is mostly about removing shared mutable surfaces.

Self-serve tooling pays for itself within a quarter.

Measure the storefront the way players actually load it.

Interested in building something similar?

I'm open to exciting products, collaborations, and engineering opportunities.

Let's Connect