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Multiplay

Live Operations

Multiplay's Mission Control Centre looks after your game's health, the player experience and the backend systems behind them.

We work with you to create the runbooks, run the incidents, fix where we can, mitigate where we have to and escalate to you where appropriate. In everything we do the player experience comes first; can the player play, and is the player having a good time.

We do that through every patch, every release and every bump in the road, keeping your players playing.

0 /7

Staffed coverage

What we do

Our team works with you to keep your game healthy before, during and after it ships. We make build in strong observability, build a foundation in documentation and agree steps to take when it misbehaves. Our team is standing by every minute of every day, to take action on your behalf and put your mind a ease.

Observability

Making the game visible

Our operations team can acts on what the game reports. We build metrics, logs and alerting into a single platform, allowing us to react quickly and appropriately.

Already have a stack? We plug into it and work in your existing dashboards. Starting from nothing? We scope it and build it.

Why partner with us

One group, four studios, and the same principles on every engagement.

01

In the trenches with you

Our engineers join your standups, ship alongside your team, and stay accountable for what lands. We work as part of your team for as long as you need us there.

02

We have done this before

Twenty-five years, 800-plus game launches behind us, and two billion players served. Auth failures, scaling fires, the 2am launch crisis: we have solved all of it already, which is why we usually know where a system will break before it does.

03

We take on hard problems

Scale, compliance, legacy migrations, 10M CCU load testing. The problems that break teams are where we do our best work, and they are most of the reason we like this job.

04

We ship on deadline

Deadlines do not move and neither do we. From a VC timeline to a Department of Defense contract, we deliver under pressure, and we tell you early if anything looks at risk.

05

We actually play games

We hold strong opinions about matchmaking, progression, and UI because we play the things we build. Caring about the player experience comes easier when you live in it.

1 / 5 In the trenches with you

Where live operations fits in the life of your game

Nothing needs operating until something is running, so live operations stays light until the first fleets come up. What happens before that still decides how much you will be able to see once the game is live. Here is what we take on at each stage.

01

Pre-production

We start by reviewing your existing observability. If you already have tools in place, we work with them. If not, we plan what needs building and who builds it. Together we define what the game and its servers need to record once live, so that work is part of the build plan from day one rather than bolted on before launch.

  • Observability review
  • Build plan
02

Production

We review what the game and its servers record while running, and check that the two can be matched up when something goes wrong. We set up observability so logs, crash reports and traces are tagged to each server instance, letting us follow a single session end to end. We also test every setting we'll be expected to change live, so we know it works before anything depends on it.

  • Observability
  • Live settings
03

Pre-launch

We build the runbook library with your engineers, with one procedure per failure mode. Each names the symptom, the checks to run, the fix, who to contact and when to escalate. We build the dashboards those procedures rely on and set alert thresholds that separate what needs action now from what can wait, then test every alert by triggering it.

Then we put it all to the test with drills on your real systems, deliberately breaking things in a controlled way and timing the response. Anything that reads well on paper but falls short in practice gets rewritten. We finalise on-call cover and the escalation path, agree with you how rollback decisions are made and who makes them, and repeat the drills until response times hit their targets. The engineers running the drills are the same ones who'll be on call at launch.

  • Runbook library
  • Dashboards
  • Alert thresholds
  • Runbook drills
04

Launch

For launch week, we run a dedicated launch room around the clock and work the runbooks as issues come in. Any incident reaches an engineer who already knows your game within minutes, and they start from a procedure that's already been tested. We handle the response, assist you with implementing changes, and send you clear updates you can pass straight to your publisher and community team.

  • Launch room
  • Comms
05

Post-launch

Every incident feeds back into the runbooks. We write up what went wrong, what fixed it and what changed as a result, and update the procedures. We plan capacity around your announced seasons, events and DLC, so a content drop never lands on a fleet sized for a quiet week, and seasonal peaks become part of normal running.

As your game evolves, we keep the runbooks current and retire procedures for systems that no longer exist. Every new on-call engineer is trained on your title specifically, so knowledge of your game never depends on any one person, on our side or yours.

  • Incident reviews
  • Runbook updates
  • Seasonal and DLC planning

Want to talk through where your game is in this journey?