Marvelous Foundry

Online game development · Brisbane, Queensland

Get the multiplayer foundations right before launch.

Marvelous Foundry builds online games on one shared account and service layer for mobile, PC, console, browser and cloud play. Architecture decisions made early are far cheaper to change.

Mobile PC Console Browser Cloud
  1. Six systems, designed together

    Multiplayer development starts with the systems that set the rules for every client. Built in from day one.

    Multiplayer architecture

    Lock in server authority, session boundaries and API contracts before client work multiplies.

    Matchmaking and lobbies

    Keep queue rules, lobby state and match assignment in services that scale independently.

    Social and parties

    Design invites, party presence and player reporting as connected but separate flows.

    Cross-progression accounts

    One identity and progression record, not a separate save for every platform.

    Anti-cheat and fair play

    Specify server-authoritative actions, validation rules and audit events at the design stage.

    Performance tuning

    Profile memory, frame time and network use on the devices your players actually own.

  2. One backend, many front doors

    Cross-platform games need shared rules behind every client. Browser and cloud builds can use the same services with a lighter client.

    Shared service layers

    01IdentitySign-in and linked platform accounts
    02Progression and inventoryPlayer state, purchases and cosmetics
    03Matchmaking and socialQueues, lobbies, parties and presence
    04TelemetryEvents for operations and troubleshooting
    APIPlatform clientsMobile · PC · console · browser · cloud

    Keep the game rules in one place.

    Each service has a clear job behind a shared API. Matchmaking can scale through a login rush without dragging identity or inventory down with it.

    A new platform becomes another client build on the same account and progression layer, not a separate game with saves that drift apart.

    One account. One source of progress.

    Make one game feel right on every input.

    Input abstraction lets the same action map work for a thumb, a mouse or a controller, without forcing mobile players through a desktop interface.

    The account model carries progress, purchases and cosmetics between linked platforms. If two devices update at once, the service checks version and transaction state before accepting the change.

    Read about safe and fair play
    One action layer Client-specific controls
    Touch
    Mouse and keyboard
    Controller
  3. Accessible and quick on modest hardware

    Set accessibility and performance targets before production starts. Then test on the weakest device.

    Make game state easy to read.

    • Remappable controls for players who need a different layout.
    • Scalable interface text and controls across screen sizes.
    • Colour-independent cues, with readable contrast in light and dark interfaces.
    • A device-tier test matrix that includes older phones, not just the latest flagships.
    Example starting targets for a low-spec client
    Gameplay frame time≤ 33 ms at target load
    Client memory ceiling512 MB starting budget
    Time to interactive≤ 5 seconds on the agreed baseline
    Browser and cloudScale assets and effects to the connection

    These are planning targets, not guarantees for every device. We set final budgets around your gameplay, engine and minimum supported hardware, including the patchy connections common in regional Australia.

  4. From brief to season one

    Every phase ends with a reviewable build and written exit criteria. No calendar promises.

    01

    Architecture and vertical slice

    Agree platform scope, service boundaries, the core network path and a playable slice that tackles the biggest risk.

    Client signs off on scope
    02

    Playable alpha

    Prove the core loops, account flow, representative multiplayer sessions and first device-tier results.

    Client reviews feature coverage
    03

    Launch readiness

    Close out agreed test findings, confirm platform requirements and check monitoring and runbooks.

    Client approves release gates
    04

    Live-service handover

    Hand over service docs, dashboards, incident paths and the agreed season-one operating plan.

    Both teams confirm handover
  5. Bring us the hardest bit

    Start with a short technical brief. Lead with the hard part.

    Get a technical read on scope.

    Marvelous Foundry will walk through the platform mix, player load and delivery plan with you.

    • Platforms and expected concurrent players
    • Target devices and launch window
    • The technical risk you need solved first

    Based in Newstead, Brisbane. Face-to-face meetings can be arranged for project partners.