Players feel every millisecond of lag and abandon a game that won't connect on launch day. Concurrency swings violently — zero to viral overnight, then back — and cheaters and DDoS attacks treat your backend as a target. Get any of it wrong and the reviews are merciless.
SquareOps builds gaming infrastructure for the real-time path: region-near servers for low ping, autoscaling fleets that absorb launch spikes, GameLift and EKS backends, anti-cheat and DDoS protection, and cost that follows live player counts — so the game feels good and the launch holds.
The real-time backend, the launch capacity, and the protection a live game needs.
Game servers in multiple regions with latency-based matchmaking so every player connects to the nearest healthy fleet and ping stays low.
Pre-provisioned capacity and autoscaling fleets that absorb launch and viral spikes, then scale back — load-tested against projected concurrency.
Session and dedicated-server titles on GameLift; persistent, containerised backends on EKS — with matchmaking and player data stores built for scale.
DDoS protection with Shield, authenticated rate-limited APIs, server-authoritative logic, and anomaly monitoring to make cheating and attacks harder.
Autoscaling to live demand, Spot for interruptible workloads, right-sizing, and cost-per-player monitoring — pay for the players you have.
Round-the-clock monitoring and on-call under a 99.95% SLA, with extra coverage during launches, events, and content drops.
A repeatable runbook for launches, content drops, and esports events — so the big day holds.
Model peak concurrent players and load-test matchmaking, servers, and backend before launch.
Pre-provision fleets across regions and pre-warm matchmaking and backend services.
24×7 SRE on a dashboard through the window — concurrency, ping, and match success in real time.
After the surge, fleets scale back automatically and we report on cost and performance.
Talk to us before your launch or content drop. We'll load-test against projected concurrency, design the fleet autoscaling, and stand by 24×7 so players get in and stay in.
Talk to a Gaming EngineerReal-time backends built for low latency, launch scale, and protection.
Multi-region GameLift fleets and latency-based matchmaking kept ping low for players worldwide.
Pre-scaled fleets and autoscaling carried a launch-day concurrency spike with 24×7 SRE on standby.
AWS Shield and server-authoritative logic protected the backend from DDoS and limited client tampering.
"We really appreciated the work and quality of the SquareOps team. We would absolutely recommend SquareOps to other companies."
An ISO 27001-certified, AWS Advanced Partner that engineers for the real-time path — low ping, launch capacity, and protection — so the game feels good and the big day holds.
Region-near fleets and latency-based matchmaking keep the real-time path fast worldwide.
Pre-scaling and load testing carry the viral spike instead of buckling under it.
Server-authoritative logic and Shield make cheating and DDoS harder and faster to detect.
Autoscaling and Spot keep cost-per-player in check as concurrency swings.
Latency, launch spikes, backends, anti-cheat, and cost.
We host game servers in multiple regions close to players, use latency-based matchmaking so sessions are placed on the nearest healthy fleet, and tune networking for the real-time path. Players connect to a region near them, not a single far-away cluster, so ping stays low worldwide.
Launches are brutal concurrency spikes. We pre-provision capacity, autoscale server fleets on GameLift or EKS, pre-warm matchmaking and backend services, and load-test against projected concurrent players before launch. 24×7 SRE stands by during the window so issues are caught in seconds, and capacity scales back down after.
It depends on the game. Session-based and dedicated-server titles fit well on Amazon GameLift for fleet management and matchmaking; persistent and containerised backends run on EKS with autoscaling. We design the real-time services, matchmaking, and player data stores for low latency and scale.
We harden the platform — DDoS protection with AWS Shield, authenticated and rate-limited APIs, server-authoritative game logic to limit client tampering, secrets management, and monitoring for anomalous behaviour — so cheating and attacks are harder to pull off and faster to detect.
Yes. Player counts swing hard between peak and off-peak, so we autoscale fleets to live demand, use Spot for interruptible workloads, right-size instances, and monitor cost-per-player — so you pay for the players you have, not the launch you hoped for.
Talk to a SquareOps gaming engineer about low-latency multiplayer, launch-spike autoscaling, GameLift/EKS backends, anti-cheat security, and cost at scale.
Talk to a Gaming Engineer