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FAQ's

Frequently Asked Questions

Technical Competency & Platform Expertise

"We ensure a consistent UI/UX and native performance across all platforms. We develop design guidelines in Figma.
For cross-platform development, we use Unity, which supports iOS, Android, and WebGL while delivering smooth performance. We also apply adaptive UI techniques to support different screen resolutions.
In addition, we regularly conduct performance profiling and optimization using specialized tools such as Unity Profiler, Xcode Instruments, and Android Profiler to eliminate any bottlenecks."

We recommend using the Unity game engine. It is the optimal solution for your project, as it allows you to create high-performance builds for all target platforms—iOS, Android, and Web (using WebGL)—from a single C# codebase.

Real-Time Multiplayer Infrastructure

The backend built with C# (ASP.NET Core) will be deployed on AWS with CloudFront CDN. We propose a microservice architecture where failures of individual modules (e.g., tournaments) do not affect the rest of the functionality. Both HTTPS and WebSockets are supported. Servers will be distributed across multiple regions (Europe, North America, Asia) with AWS Global Accelerator or regional proxies to reduce latency. For turn-based modes, coverage areas can be larger, while real-time modes require denser regional presence.

We propose a microservice architecture and use Redis for tournament solutions: zsets for leaderboards and other structures to group players. Users can be placed in a single ranking or divided into groups. This approach has been successfully applied in several high-load projects. It is effective due to Redis clustering, O(log N) complexity for large datasets, atomic operations ensuring consistency, and in-memory storage providing minimal latency.

On the client side, the application automatically attempts to reconnect, displaying the status “Reconnecting…”. If reconnection is successful, the player seamlessly returns to the match. If the timeout expires, a defeat is recorded to avoid keeping the opponent waiting indefinitely. During this time, the server remains in a waiting state for the client. We have already implemented this approach in MatchStars PvP Champions.

SGPR Rating System Implementation

"MongoDB (Atlas Database) + Redis + getakka.net (actor system).
MongoDB stores core and aggregated data, providing flexibility and scalability.
Redis accelerates access to hot data (leaderboards, active sessions).
Akka.NET processes event streams and updates data asynchronously.
Optimization includes sharding, indexing, caching, and TTL to ensure high performance."

Game Development Specific

"We lean on a modular, data-driven pipeline honed over years of casual game live-ops. Usually we develop a roadmap for the development of the necessary events based on the main kpi of the game as well as on trends in the market.
Having in-game events is a necessary part of increasing player engagement.
There should also be a competitive part of the game, so that players constantly feel the need to play and move forward and get ahead of the rest.
There should be goals and challenges in front of the player, so that he is actively involved in the game, for this purpose we need events and tournaments."

Performance & Optimization

We always apply optimization techniques for Unity, including reducing overdraw for transparent graphics, decreasing drawcalls, removing wrong dependencies, using atlasing, optimizing UI performance, and decreasing overall memory usage by dynamically loading and unloading resources.

For 2D games our main techniques are: overall reduction of overdraw for graphics, reducing drawcalls, optimization of particle systems, and usage of 2D sprite atlases. This will reduce rendering load and lower battery consumption.

To support offline mode, we will implement a puzzle caching system. The application will not store thousands of puzzles in memory all the time. Instead, it will download and store a ‘batch’ of 50-100 puzzles in the local database. When the user has an internet connection, the app will discreetly update this cache in the background, ensuring that there are always puzzles available to play without a network connection while keeping memory usage low.

As a stretegy we will be using on-demand/preloading systems to upload content before a feature becomes available, so as not to keep future content in the build.

User Experience & Design

We usually develop special design themes, including high-contrast themes for colour-impaired users. We try to follow Apple and Google's Accessibility guidelines.

For UI/UX we use one of our modular solutions, which has vertical/horizontal adaptation, safe zones for various devices, animations, etc. It help us build solid and sophisticated UI for our products. Read more - https://galaxy4games.com/en/knowledgebase/modular-solutions/windows-system

It can be done per patform and per user settings.

For UI/UX approval we use Figma and Miro boards. So clients have constant access to the progress with daily update.

Business Requirements

User-friendly core mechanic and implementation of engaging and efficient LiveOps. Read more - https://drive.google.com/file/d/1QZIx69DoNEDXSaf5EGUfzXuqqqArg7q0/view?usp=drive_link

Our product owners sharing the latest top-products updates from the market, suggesting an implementation such solutions.

Monetization Strategy

Our Ads and payment modules support various ads integration options. Ad-free experience is included. Read more - https://galaxy4games.com/en/knowledgebase/modular-solutions/advertisement-system

Everything goes through balance. Any premium or bonus feature has to be implemented considering balance curve and expected progresstion boundaries.

We always design our system and balance considering various segmentations - from the pespective of monetization, game balance and progression level.

"We have experience using DevToDev Analytics, Firebase, Appsflyer, and GameAnalytics. We also have an in-house analytics system built on our own server solution with data storage on Amazon.
Read more – https://galaxy4games.com/en/knowledgebase/modular-solutions/analytics-system"

Project Management

"First, we will focus on the MVP — the core Sudoku gameplay with the key features. This will allow us to launch the game quickly and gather initial feedback.
In parallel, we can develop a roadmap of future features (new modes, personalization, social features, monetization). After launching the MVP, we will iteratively add these features based on data analysis, user feedback, your priorities, and market trends."

We follow an iterative development approach because we believe that regular updates are the best way to maintain player engagement. Typically, we release updates every 2–3 weeks, delivering new content and implementing improvements based on user feedback. We continuously monitor game ratings and player comments to quickly identify any issues and uncover additional opportunities to enhance the player experience.

"We ensure full transparency throughout the development process. Reports are provided every two weeks at the end of each Scrum sprint. You will receive a build with the implemented features along with a detailed report.
Additionally, you are always welcome to join our project channels in Slack and will have access to Jira, so you can track task statuses and monitor progress at any time."

For an efficient and transparent development process, we use Jira as our task tracker. All communication and calls take place in Slack. For version control, we use Git. Final content source files are stored in a custom cloud. We also use Figma and Miro to visualize UI/UX.

During development, you will be added to the project communication channels where you can observe the workflow and participate in decision-making. Additionally, you will be able to track task statuses in Jira.

Quality Assurance

We implement a multi-layered testing protocol combining automated(end-to-end multiplayer tests) and manual methods. This includes real-time synchronization checks with network emulation, and cross-platform regression testing. Additionally, our QA team maintains test cases also in Google Sheets, conduct playtests covering disconnections and edge cases

"Here is our delivery documentation and processes description (pages 10-11) - https://drive.google.com/file/d/1lHC4-xQ6lNM3A6VYP_gjNO0qJtCIVjOT/view?usp=sharing
Additionally, we suggest providing focus group testing using side resources and getting feedback and quize from them to fix usability scenarios."

Here is our delivery documentation and processes description - https://drive.google.com/file/d/1lHC4-xQ6lNM3A6VYP_gjNO0qJtCIVjOT/view?usp=sharing

Timeline & Milestones

Based on business goals at different project stages. 1 stage we need to build stable core cameplay, onboarding process and analytics. Stage 2 - monetization and liveops. Product approach, with 2 week sprints with prioritization check before the sprint start.

"You can see the scope in the estimation feature brakedown. There you can see the list of features and allocated specialists. https://docs.google.com/spreadsheets/d/1pk3jex5IvxjlyEYzN5RfVJ-DFRn5IStyN1C4jwnc-l4/edit?usp=sharing
The scope is flexible accordingly to the business goals, but the fist version of the game is calculated in the document due to hour vision."

Backend & Security

We recommend AWS Amazon. It offers a global network, a wide range of services, high reliability, and supports major clients such as Netflix and Airbnb. It is well-suited for complex, multi-region applications.

We will use the ready-made SDKs from Facebook, Google, and Apple. They typically rely on OAuth 2.0. Data will be stored in encrypted form.

Anti-Cheat & Security

"Authentication (JWT token).
Carefully design the architecture.(For example, in offline mode, the server will require a complete game log to verify fairness.)
Maintain a public activity and ranking log.
Introduce time-based or quantity-based submission limits to prevent spam.
Implement a complaint and moderation system.
Develop algorithms to detect anomalies from the same IP address, identical timestamps, or unnatural spikes in activity."

SSL for encryption in transit. Database encryption. JWT. Input data validation. RBAC and change logging for the admin panel. Use of VPC. Daily database backups.

Post-Launch Support

For continuous operation, we use CI/CD and sprints with mandatory releases after testing. The architecture depends on the type of PvP (stateful or stateless). Client and server versioning with DTOs allows us to manage compatibility and apply soft or hard updates. We usually maintain full compatibility of older clients with the new server, but in complex cases, we keep two active server versions in production. New clients are often rolled out gradually (e.g., to 10% of users) for analysis. We also schedule maintenance with advance player notifications and block new matches before downtime to minimize disruption.

Different brunches and settings - thats how we manage it. For example, match3stars has Android, IOS and WebGL (TG version)

Elasticsearch + Kibana, Prometheus + Grafana (default .NET metrics or custom ones for specific requirements). AWS monitoring is also sufficiently informative. Additionally, we set up alarm SMS or notifications in case of critical incidents.

We recommend the Atlas Database service, which supports multiple scaling methods. Clustering, sharding, and vertical scaling are also available for rapid solutions.

yes. We are fully inhouse team and specialists work together for more than decade.

Depends on the scope and team roles for the support. We have a few options. The cheapest one is idle support to react only when something urgent happens. The most expensive - LiveOps development and implementation + work with analitycs.

Portfolio & Experience

We have Case Studies for various project - https://galaxy4games.com/en/knowledgebase/case-study or https://galaxy4games.com/en/portfolio/projects . However, the right example of the game - is Match3Stars game (thats and example of 1 game for various platforms - WebGL + Mobile + multiplayer) - https://drive.google.com/open?id=1L5xXzy8h0XSUvhYiPzPYMfNB_KY-fd9E&usp=drive_fs . We've added apk here, because its in alpha and only opened in a few countries.

Team Composition

Galaxy4Games is fully complete inhouse team. The list of specialists depends on a scope. Usially it comes with the standard set: Game designer, UI/UX designer, 2D artist, client and backend developers, Technical Artist, PM (a main contact person for you), QA and such a support specialities like - art director, tech lead. Additionally - SFX and VFX specialists part time. Read more - https://galaxy4games.com/en/knowledgebase/blog/what-does-full-cycle-game-development-actually-involve

We are fully complete team with about 30 people on board. Read more - https://drive.google.com/file/d/1lHC4-xQ6lNM3A6VYP_gjNO0qJtCIVjOT/view?usp=drive_link

Fully fit with our technology stack and portfolio. Web GL + Mobile development using unity, .net C# for backend and solutions for highly optimize and stable infrastructore for casual and skill-based game.

During developent you will have an access to our slack channel, Jira and Confluence. Fully transparent approach and access.

Reputation and Client References

"alain.xalabarde@gimica.com - Alain, head of studio Gimica,
monica@artekfutura.com - Monica, director of Artek Futura and Zongtopia game
martin@primeskill.io - Dimitri, founder of Primeskill
we can provide more"

15+

Years in game development

40+

Experts and professionals

25+

Mobile and social games development

4+

Web3 projects delivered

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