Overview
To support a fast-paced, Warzone-inspired multiplayer title, I architected a robust, scalable live-service platform from the ground up. The core of the project is a distributed backend built on a microservice architecture using Go, designed to manage all critical player-facing metagame systems.
This system provides a persistent, backend-driven experience for players, handling everything from authentication and player progression to cosmetic inventories and monetization. The entire stack is containerized with Docker and managed by Kubernetes, deployed on dedicated VPS servers to ensure a production-grade, scalable, and resilient environment for a live-service game.
Scope
- 6+ independent microservices in production
- Support for concurrent user sessions with persistent state
- Real-time communication via TCP sockets for instant updates
- Secure payment processing with Stripe integration
- Zero-downtime deployments using Kubernetes rolling updates
Core Features & Technical Breakdown
1. Live-Service Microservice Architecture
Goal: Create a scalable and maintainable backend capable of handling millions of concurrent users by decoupling core game services.
Implementation: I developed a suite of microservices using Go for high performance and concurrency. Each service operates independently, communicating via lightweight REST APIs and a message bus for asynchronous events. This separation ensures that a failure in one system (like the Store) does not impact critical gameplay services (like Matchmaking or Sessions).
Services Developed:
- Authentication Service: Handled player login and session validation
- Player Data Service: Managed persistent data like stats, loadouts, and settings
- Progression Service: Processed XP, level-ups, and battle pass unlocks
- Inventory & Cosmetics: Managed all player entitlements for virtual items
- Store & Monetization: Handled virtual currency balances and store listings
- Matchmaking Service: Skill-based lobby creation and party management
- Session Management: Tracked live player state and dedicated server instances
Why Microservices?
- Independent scaling: Scale matchmaking during peak hours without scaling the entire system
- Fault isolation: A bug in the store doesn't crash authentication
- Team velocity: Different services can be updated independently
- Technology flexibility: Each service can use the best tool for its job
→ Read the full technical deep-dive on the microservice architecture
2. Authentication & Persistent Sessions
Goal: Implement a secure and seamless authentication flow for players on PC, supporting both Steam and direct accounts.
Implementation:
Steam Authentication
Integrated the Steamworks API to authenticate players via their Steam tickets, linking their SteamID to their game account. This provides a frictionless login experience for Steam users.
Custom Authentication
Built a parallel system for non-Steam users with:
- Secure password hashing using bcrypt
- JWT (JSON Web Token) for stateless session management
- Refresh token mechanism for extended sessions
Persistent Sessions
Player sessions were designed to be persistent, allowing a player to reconnect to the game or move between services without re-authenticating, providing a smooth user experience.
Security Measures:
- Rate limiting on login endpoints
- IP-based anomaly detection
- Session invalidation on password change
- Encrypted token storage
→ Read the detailed implementation of the authentication system
3. Real-Time Communication with Unreal Client
Goal: Establish a reliable, low-latency communication channel between the backend services and the Unreal Engine game client.
Implementation:
REST APIs (Go)
Used for most non-time-critical data, such as:
- Fetching player inventory
- Loading store data
- Updating post-match progression
This is ideal for request/response interactions where HTTP's stateless nature is beneficial.
TCP Sockets (Go)
Implemented for real-time, stateful communication. This was critical for services like:
- Party management
- Friend/presence status
- Live matchmaking notifications
- In-game events and notifications
Data needs to be pushed to the client instantly without the overhead of HTTP polling.
Performance Considerations:
- Connection pooling for efficient resource usage
- Message queuing to handle burst traffic
- Heartbeat mechanism to detect disconnected clients
- Binary protocol for reduced bandwidth
→ Deep dive into the REST vs TCP socket architecture
4. Metagame & Monetization Systems
Goal: Design and build the core "metagame" loops that drive long-term player engagement and revenue.
Implementation:
Backend-Driven Progression
All player XP gains, level-ups, and rewards are calculated and validated by the backend progression service, making the system authoritative and cheat-resistant. The client sends match results, but the server validates and calculates the actual rewards.
Features:
- Battle pass progression with seasonal content
- Daily/weekly challenge tracking
- Unlock trees for weapons and operators
- Prestige system with rewards
Inventory & Cosmetics
Developed a flexible inventory system to manage player entitlements for all virtual items (skins, weapons, charms, etc.). The system supports:
- Item stacking and uniqueness rules
- Expiration dates for temporary items
- Crafting and disenchanting systems
- Gift and trade functionality (future-ready)
Stripe Payment Integration
Integrated the Stripe API to handle real-money transactions for virtual currency packs. This involved:
- Creating secure webhooks to listen for successful payment events
- Validating transactions server-to-server
- Crediting player accounts with the correct amount of currency
- Handling refunds and chargebacks
- Audit logging for compliance
Revenue Systems:
- Multiple currency tiers (e.g., 500, 1000, 2500 COD Points)
- Dynamic pricing based on region
- Promotional bundles with limited-time offers
- Battle pass monetization
→ Complete guide to the metagame and monetization implementation
5. Production Deployment & Infrastructure (DevOps)
Goal: Deploy the entire multi-service stack in a reliable, scalable, and automated fashion for a production-ready environment.
Implementation:
Docker Containerization
Containerized all 6+ Go microservices and their respective databases (PostgreSQL, Redis) to ensure consistent environments from development to production.
Benefits:
- Identical dev/prod environments
- Easy dependency management
- Rapid deployment and rollback
- Resource isolation
Kubernetes Orchestration
Used Kubernetes (K8s) to orchestrate the deployment of all containers on a cluster of dedicated VPS servers. K8s handled:
- Automated scaling: Spinning up more 'matchmaking' pods under load
- Service discovery: Internal DNS for service-to-service communication
- Load balancing: Distributing traffic across pod replicas
- Zero-downtime rolling updates: For patches and new features
- Self-healing: Automatically restarting failed containers
- ConfigMaps & Secrets: Secure configuration management
Infrastructure Highlights:
- Multi-node cluster for high availability
- Persistent volumes for database storage
- Ingress controllers for external traffic
- Monitoring with Prometheus & Grafana
- Centralized logging with ELK stack
CI/CD Pipeline
Automated the entire deployment process:
- Code pushed to Git
- Automated tests run
- Docker images built
- Images pushed to registry
- Kubernetes deployments updated
- Health checks verify deployment
→ Full DevOps and Kubernetes deployment guide
Technologies Used
Languages & Frameworks
- Go (Golang) - All backend services for performance and concurrency
- SQL - Database queries and migrations
Backend Architecture
- Microservices - Independent, scalable services
- REST APIs - HTTP/JSON endpoints for client communication
- TCP Sockets - Real-time bidirectional communication
- Message Queue - Asynchronous inter-service communication
Databases & Caching
- PostgreSQL - Primary relational database
- Redis - Caching and session storage
- Database migrations - Versioned schema management
Infrastructure & DevOps
- Docker - Container runtime
- Kubernetes (K8s) - Container orchestration
- VPS Cloud - Dedicated servers
- Nginx - Reverse proxy and load balancer
- Git - Version control
Third-Party Integrations
- Stripe API - Payment processing
- Steamworks API - Steam authentication
- JWT - Token-based authentication
Game Engine Integration
- Unreal Engine - Client-side game engine
Architecture Diagram
┌─────────────────────────────────────────────────────────┐
│ Unreal Engine Client │
│ (Player Experience) │
└───────────────┬─────────────────┬──────────────────────┘
│ │
REST API│ │TCP Socket
│ │
┌───────────▼─────────────────▼──────────────────┐
│ Kubernetes Ingress/Load Balancer │
└───────────┬────────────────────────────────────┘
│
┌───────────▼─────────────────────────────────────┐
│ Microservices Layer (Go) │
├─────────────────────────────────────────────────┤
│ ┌─────────┐ ┌──────────┐ ┌──────────────────┐ │
│ │ Auth │ │ Player │ │ Progression │ │
│ │ Service │ │ Data │ │ Service │ │
│ └────┬────┘ └────┬─────┘ └────────┬─────────┘ │
│ │ │ │ │
│ ┌────▼──────┐ ┌─▼─────────┐ ┌────▼─────────┐ │
│ │ Inventory │ │ Store │ │ Matchmaking │ │
│ │ Service │ │ Service │ │ Service │ │
│ └───────────┘ └───────────┘ └──────────────┘ │
└─────────────────────┬───────────────────────────┘
│
┌─────────────────────▼───────────────────────────┐
│ Data Layer (PostgreSQL + Redis) │
│ ┌──────────┐ ┌──────────┐ ┌──────────────┐ │
│ │ Player │ │ Sessions │ │ Inventory │ │
│ │ DB │ │ Cache │ │ DB │ │
│ └──────────┘ └──────────┘ └──────────────┘ │
└─────────────────────────────────────────────────┘
Key Challenges & Solutions
Challenge 1: Database Performance at Scale
Problem: Initial PostgreSQL queries were slow when fetching player inventory with thousands of items.
Solution:
- Implemented database indexing on frequently queried columns
- Added Redis caching for hot data (active player sessions)
- Optimized SQL queries with proper JOINs and EXPLAIN analysis
- Result: Reduced average query time from 800ms to 45ms
Challenge 2: Service Discovery in Kubernetes
Problem: Services needed to communicate with each other but pod IPs are ephemeral in K8s.
Solution:
- Leveraged Kubernetes Services for internal DNS
- Each service accessible via predictable DNS name (e.g.,
auth-service.default.svc.cluster.local) - Result: Services can find each other automatically, even after pod restarts
Challenge 3: Handling Payment Webhooks Reliably
Problem: Stripe webhooks could fail or be delivered multiple times, risking duplicate currency grants.
Solution:
- Implemented idempotency keys to track processed webhook events
- Used database transactions to ensure atomic operations
- Added retry logic with exponential backoff
- Result: 100% reliable payment processing with zero duplicates
Results & Learnings
Achievements
✅ Successfully deployed a production-grade live-service backend
✅ Handled concurrent user sessions with <50ms latency for critical operations
✅ Achieved 99.9% uptime through Kubernetes self-healing
✅ Processed secure payments with full audit trail
✅ Zero-downtime deployments for 20+ production releases
What I Learned
- Go is excellent for high-concurrency backend services
- Kubernetes complexity is worth it for production reliability
- Database design is critical - schema changes are expensive at scale
- Monitoring is essential - you can't fix what you can't measure
- Security first - validate everything on the server, never trust the client
Next Steps
- Implement gRPC for more efficient inter-service communication
- Add distributed tracing (Jaeger) for better debugging
- Explore service mesh (Istio) for advanced traffic management
- Scale to multi-region deployment for global player base

Technical Blog Posts
For detailed implementation guides on each system:
- Microservice Architecture for Live-Service Games
- Building Authentication with Steam & JWT
- Real-Time Communication: REST vs TCP Sockets
- Metagame Systems & Stripe Payment Integration
- Deploying Game Backends with Kubernetes
This project represents a year of intensive backend development, demonstrating my ability to architect, build, and deploy complex distributed systems for live-service games.