I will build a real time multiplayer game server in go


About this gig
I design real-time, multiplayer backend systems built to handle thousands of concurrent connections without losing player data.
I built and optimized a distributed real-time game server (C++/TCP) supporting 18,000 concurrent connections for a multiplayer poker platform. I redesigned its session handling to move live player data to fast in-memory storage, added a disaster-recovery layer so a server crash never wiped active tables, and implemented custom public/private key encryption to secure client-server communication from scratch.
I now bring this same real-time systems expertise to Go leveraging goroutines and channels for lightweight, highly concurrent connection handling that's a natural fit for real-time multiplayer architecture.
What I bring to your game backend:
- Session and connection management built to survive crashes without losing game state
- Secure client-server communication
- Scalable architecture for matchmaking, tournaments, and reward systems
- Engineering discipline from 17 years of production systems not just "it works in testing"
If you're building a real-time multiplayer game and need a backend that won't fall over under load, let's talk.
Get to know Aafaq Z
- FromPakistan
- Member sinceJul 2023
- Avg. response time1 hour
Languages
Urdu, English, Punjabi
My Portfolio
FAQ
Have you built game servers in Go specifically, or mainly C++?
My original large-scale real-time game server (18,000 concurrent connections) was built in C++. I now build real-time backend systems in Go, applying the same concurrency and reliability principles — Go's goroutines are a strong fit for this kind of workload.
What happens to active games if the server crashes?
I design for this explicitly — session and game-state data is handled so a crash doesn't wipe active tables or matches, based on disaster-recovery patterns I've implemented in production.
Do you handle client-server security (anti-cheat, encrypted communication)?
I can implement secure communication channels. For dedicated anti-cheat systems, let's discuss your specific requirements in the project brief — this can range from basic encryption to more advanced detection layers.
