← /hire · Shipped Work

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

The shipped thing

More shipped work

That's one of three.

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