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How to avoid network and server infrastructure issues during the development cycle

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Mathieu Duperré, CEO, Edgegap

 

Regardless of whether you’re an indie developer or a AAA publisher, making games is never simple. Taking a game project from the initial concept to launch is a huge undertaking, especially when you begin incorporating multiplayer and social elements. Despite eye-watering budgets and huge teams of developers, countless games fall flat on release.

Thankfully, many of the common obstacles can be easily avoided and disruption to your release timeline kept to a minimum if you’re aware of the potential network and server infrastructure issues at key stages of development: the main development cycle, pre-launch, the launch period itself and once the game has launched.

 

Problems during the main development cycle

Some of the most common problems you’ll encounter on the tech side of the main development cycle can be the result of:

  • Imperfect or hurried CI/CD pipelines. It can take days to push a new release for testing when you should be able to launch a few releases every day.
  • Dev teams taking on too much in-house rather than seeking outside assistance (netcode, game engine, backend services).
  • Trying to save funds through open-source projects that eventually become outdated, unsupported during your dev cycle or ends up in engineering money pits.
  • Developers waiting until post-launch to focus on important elements such as crossplay.
  • QA teams lacking constant access to the game build.

 

Any of these sound familiar? If so, it might be time to rethink your core strategy and whether you’re adhering to the DevOps methodology. Do you have a structured approach or are you lurching leftfield and drifting off course?

While developing your own netcode and game engine in-house can seem appealing, it’s important to consider the potential risks that might emerge further down the road. If problems with your netcode or a proprietary game engine present themselves at a particularly busy stage of development, you’ll wish you’d have outsourced them.

Considering where you can offload certain aspects of development to external partners can help reduce your team’s workload and improve their efficiency so they can focus on more pressing matters.

 

Mistakes to avoid just before the launch

One of the biggest mistakes you can make just before launch? Underestimating your CCU (concurrent users worldwide) and employing a low percentage buffer of around 10%. Misjudging your CCU is going to put too much strain on your servers and overall backend services and is one of the most common reasons players experience crashes around the launch. Similarly, don’t underestimate the number of regions you’ll need servers in too. A global game launch requires an equal distribution of worldwide servers to avoid latency issues.

When it comes to servers, it’s always best to plan ahead and scale back, rather than the other way around. Prioritise network partners who offer pay-as-you-go options for server access, so if you do need to scale back (or up) you can do so easily. This should always be the preferred option and will prevent you from being charged for servers you’re not using. It’s important to be aware of the risks associated with overestimating, as this can lead to studios signing long-term contracts and ultimately being overresourced.

Finally, one issue that can cause developers and studios a lot of trouble is data protection regulation laws. I’ve heard plenty of horror stories about studios turning a blind eye to privacy laws such as the General Data Protection Regulation (GDPR) and the California Consumer Privacy Act (CCPA). Make sure you’ve checked the specific rules regarding data collection in your region as early as possible to avoid a frantic rush of paperwork towards the end of development or, worse, incurring costly fines.

 

Obstacles on launch day

It can be easy to think that you’ve made it through the worst once you reach launch day, but this is usually the stage where major issues can suddenly appear. You may notice a bombardment of negative responses from Twitter, Steam and other platforms addressing critical issues with the game – make sure you address these rather than ignoring them. These responses can be important indicators of how the players are responding to your game and if you’ve factored their feedback in the development phase.

Once the game has launched, you will have the clearest indicator of how many servers you’ll need to support the players. This is where your planning will prove to be correct or wide of the mark if you’d reserved say 1000, but you only need 200.

A 24/7 support plan is an important consideration when the game is live, this will enable rapid fixes to negate as many disruptions as possible. A low-cost DDoS solution is also a crucial facet to bear in mind. A server orchestrator will help developers manage influx of traffic along with capturing crucial data that can be incorporated into the game as part of the observability phase.

 

Post-launch issues

Now that your game is in the world, there can be a strong temptation to introduce a plethora of new elements to the game to enhance the player experience. While on the face of it these are good ideas, new mods or minor updates can prove problematic and contain major bugs. Responding to these new issues can be distracting and take weeks or even months to solve.

On top of this, if you haven’t properly planned earlier in the process, major updates to your game servers could potentially lead to maintenance issues and significant downtime for your player base. If players have a bad experience on launch, they’ll likely just move on to the next best thing. When EA launched Battlefield 2042, server issues, loading times and game-breaking bugs plagued the game. Within months, player numbers dropped to fewer than 1,000 concurrent players on Steam.

Of course, there are a number of ways to circumvent these issues. It is crucial to choose a backend that can support multi-versioning A/B testing and facilitate rolling updates without outages. You’d be hard-pressed to find a gamer who enjoys an unplayable game. Automation can also help in the production pipeline, this includes deploying quick fix updates and upgrades which will reduce the human error factor.

Another consideration that is often overlooked is outsourcing for network and platform providers to remove a large in-house team dedicated to DevOps or Engineering. This is intensive work that will take up the time of staff, and outsourcing is a viable option and it makes perfect sense for smaller studios, especially to pursue this option purely from a cost-saving perspective.

 

Making edge count

Edge computing is often overlooked by game developers, but it can alleviate many of the issues described here, particularly around server provisioning and latency issues. Edge technology brings computation and data storage closer to the source of the data, placing it at the edge of the network where performance gain is most optimal. This reduces unnecessary travel and drastically speeds up the process resulting in close to a lag-free experience.

If you’re looking at cross-play for your game, infrastructure requirements become more complex. Edge computing helps to negate some of the most nagging delay issues that come with playing across different platforms. As cross-play becomes more of a consideration for developers, edge computing along with automation can come to be one of the solutions to some of the associated problems. Developers should consider the automation part of the equation when planning their game project. It becomes even more vital when you add more latency-reliant elements to a game.

 

Fail to plan, plan to fail

There is no one size fits all approach to game development or the challenges associated with it. But taking some of the steps outlined above can help negate potential issues and lessen their impact, preventing total derailment of a game before it even launches.

Small steps like putting your trust in external partners or looking at technologies like Edge computing to squeeze as much performance out of your game as possible might seem small, but their impact on development can’t be underestimated.

Planning for different eventualities at key stages of development will go a long way in ensuring your game is the best it can possibly be at launch. This will give your game the best chance at becoming a lasting hit, not a flash in the pan that’s marred by server issues or bugs.

The logistical side of creating a game might not always be glamorous or exciting, but it’s unavoidable. If your development pipeline is hit by server issues, you’ll be glad you planned ahead.

 

 

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Media Troopers adds AI automation tool to Media Cruiser DSP

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Media Troopers has added a new artificial intelligence feature to its proprietary media buying platform, Media Cruiser DSP, introducing an automation layer called Automation Rules.

The company said Automation Rules is a rules-based automation engine designed to optimise campaigns using real-time data. Media Troopers said the tool can support actions including setting price ranges, highlighting and pausing underperforming metrics, creating exclusion filters, and adjusting bids without prior manual intervention.

Media Troopers positioned the release as a way to increase output while reducing operational costs, describing the workflow as “a single click” to apply automation.

Shmulik Segal, Chief Executive of Media Troopers, said, “Media Troopers is always looking to improve its systems to ensure that clients have the best technology available to help enhance their campaigns while also saving them time. This new AI feature is sure to be a game-changer among customers when it comes to increasing marketing output by taking on board and managing client data around the clock.”

The post Media Troopers adds AI automation tool to Media Cruiser DSP appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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DeGaming launches Web3 iGaming platform, names Ulle Skottling CEO

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DeGaming has launched a Web3 iGaming platform and appointed Ulle Skottling as CEO, with the company positioning on-chain operations as a way to improve transparency across operators, affiliates and players.

The platform’s core product pitch is its proprietary “Glass Vault” technology, which DeGaming says provides real-time proof of funds and independently verifiable visibility of balances, transactions, and payouts.

DeGaming is also offering “Bankroll as a service,” routing transactions through its on-chain transaction engine to provide operators access to scalable liquidity for withdrawals and platform stability. The company said this is designed to reduce friction for operators trying to scale, while giving players visibility into the funds available on the platform.

The supplier said its unified platform combines game access, player account management (PAM) and reporting in a single blockchain-native operational engine. DeGaming added that operators can launch a customisable casino or sportsbook in “as little as two weeks,” including crypto and fiat deposits, automated payouts and a back-office.

Skottling joins as CEO to lead what DeGaming called its next phase. He has held senior roles at RAW iGaming, Videoslots and NetEnt. Skottling said: “The industry has evolved rapidly, but transparency and trust have not kept pace. It runs on what you can’t see, whereas we have built a platform that you can. We are challenging the model and defining the new standard for gaming infrastructure.

“Our Glass Vault technology gives operators, affiliates and players independently verifiable visibility into platform activity and funds in real time. The future of gaming will be built on openness, accountability and infrastructure that all participants genuinely trust.”

Emil Ahmed, co-founder of DeGaming, added: “Appointing Ulle as CEO is an important step in DeGaming’s next phase. We have built the platform around a clear belief that gaming needs more transparency, stronger infrastructure, and greater operational trust. Ulle brings the industry experience, commercial understanding, and leadership needed to take that vision to market and help operators launch with confidence.”

The post DeGaming launches Web3 iGaming platform, names Ulle Skottling CEO appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Century Casinos Announces Appointment to Top Leadership Role in the US

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Century Casinos Inc. announced that Lyle Randolph, a long-term regional Vice President and General Manager of the Company, will take over as Executive Vice President of Operations for the US.

Mr. Randolph will be appointed to this new role effective May 15, 2026. As Executive Vice President of Operations for the US, Mr. Randolph will oversee the Company’s seven U.S. properties. These casinos comprise a combined 4701 slot machines, 93 table games, 2127 hotel rooms, and over 20 food and beverage venues.

Mr. Randolph is a veteran gaming and hospitality executive with more than 30 years of leadership experience in casino operations, hotel and food & beverage management, capital development, and multi-property strategic oversight. He began his gaming career in 1995 at Casino Aztar in Missouri. When Isle of Capri Casinos acquired the property, he became General Manager of both Caruthersville and Cape Girardeau. Throughout his leadership tenure, he successfully navigated the properties through multiple ownership transitions involving Isle of Capri Casinos and Eldorado Resorts while operating under the leadership and mentorship of notable gaming industry executives including James Perry, Virginia McDowell, Eric Hausler, Gary Carano, and Tom Reeg. These experiences provided exposure to a broad spectrum of leadership philosophies ranging from entrepreneurial founder-led management and family-driven regional gaming growth to highly analytical, public-company expansion strategies. During his tenure with Isle of Capri Casinos, Mr. Randolph received the company’s Jack Galloway Award recognizing leadership and operational achievement.

Since Century Casinos’ acquisition of the Missouri properties in 2019, Mr. Randolph has served as Vice President of Operations for both Missouri casino properties. Mr. Randolph has overseen more than $80 million in combined capital development projects, which has resulted in Adjusted EBITDAR growing over 70% under his leadership.

In addition to his operational responsibilities, Mr. Randolph has remained active in civic, charitable, and industry leadership initiatives throughout his career, including statewide advisory appointments and leadership roles with regional business, tourism, humanitarian, and gaming organizations, underscoring his understanding of the value of responsible corporate citizenship. Mr. Randolph’s established track record as a results-oriented and effective leader will continue to drive the Company’s growth within the gaming and hospitality industry.

The post Century Casinos Announces Appointment to Top Leadership Role in the US appeared first on Americas iGaming & Sports Betting News.

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