Finalmouse — Aim Gods
Lead Game Developer — from napkin to launch
Shipped in 14 months
(competitive multiplayer FPS — UE4/C++, shipped December 2020)
8 engineers, 5 time zones
(architecture, tasking, and integration run as one distributed machine)
The challenge
A hardware company's first game: a competitive, objective-based multiplayer FPS with global reach, irregular access patterns, and no existing studio infrastructure — everything from the game to the services behind it had to be architected from zero, and shipped fast.
The decisions — and why
Decision: Amazon GameLift dedicated servers + a fully serverless AWS backend (Cognito, Lambda, API Gateway, DynamoDB). Why: A launch-spike game with irregular global access patterns punishes fixed capacity — serverless made scalability, availability, and cost one decision instead of three. Tradeoff accepted: [PLACEHOLDER — authoring session]
Decision: Fix the UE4 engine's websockets library upstream (requests truncated at 300 characters, breaking authenticated WSS) and submit the fix to Epic — rather than working around it. Why: Authenticated server communication was load-bearing; a workaround would have been a permanent liability in someone else's engine bug. Tradeoff accepted: [PLACEHOLDER — authoring session]
Decision: Establish code standards, review process, and all sprint coordination as lead — for 8 engineers across 5 time zones. Why: A distributed team ships on process or doesn't ship; the 14-month clock had no room for integration chaos. Tradeoff accepted: [PLACEHOLDER — authoring session]
The outcome — with numbers
- Shipped December 2020 — 14 months from architecture to launch
- Anti-cheat in production (Easy Anti-Cheat: Hydra, Cerberus, Scout)
- Custom chat and party systems; JWT-authorized UE4 HTTP wrapper with token refresh for AWS communication
- The websockets engine fix accepted for release in future UE4 versions
The shipped thing
More shipped work
That's one of three.
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