Infrastructure sized for an ordinary day
Launch-day players outnumber later traffic several times over, and without elasticity you lose exactly the first cohort.
HiTechCloud builds games in Unity and Unreal Engine for mobile, PC, console and AR/VR — and supplies the game servers, GPU, DDoS protection and monitoring for life after launch.
A game that lands with players hits exactly the problem studios prepare for least: tens of thousands of simultaneous connections, latency that has to stay low, player data that cannot be lost, and someone always probing the servers with a denial-of-service attack.
HiTechCloud approaches a game project from both sides. We build the client in Unity or Unreal and design the backend, game servers, databases and networking on the very cloud and GPU platform we operate.
So server costs at 1,000, 10,000 or 100,000 concurrent players are estimated at design time, instead of becoming a surprise after launch.
Launch-day players outnumber later traffic several times over, and without elasticity you lose exactly the first cohort.
Servers abroad make the experience in Vietnam noticeably worse than it was in internal testing.
A game with players is a game worth attacking, yet mitigation is usually left until last.
Without per-level and per-session data, balancing the game comes down to guesswork.
2D and 3D Unity games for mobile, PC and web, tuned to run smoothly on mid-range hardware.
Projects needing high visual fidelity, open worlds or realistic simulation on PC and console.
Characters, environments, effects, 2D/3D animation and in-game UI.
Wallet integration, digital items and in-game economies on blockchain, with node infrastructure operated by HiTechCloud.
VR and AR applications for entertainment, training, product showcases and simulation.
Game servers, matchmaking, player data storage, DDoS protection, monitoring and scaling against real traffic.
iOS and Android games, tuned for performance, download size and battery use across device tiers.
Development for Windows and macOS, with support for release on the main distribution platforms.
Shipping to PlayStation, Xbox and Nintendo Switch, each with its own certification requirements.
Games running straight in the browser via WebGL, suited to promotional minigames and brand events.
Immersive experiences on VR headsets and augmented reality apps on mobile devices.
One codebase shipped to several platforms, with controls and UI adapted per device.
Not every project needs a full delivery team. HiTechCloud takes on the part that fits what you already have.
Defining genre, target players, gameplay mechanics and monetization as a game design document.
Building a prototype to check the core loop is genuinely fun before investing in finished art.
Code, art, audio, backend and game server built in parallel against agreed milestones.
Device testing, infrastructure load testing, game balancing, store submission and post-launch monitoring.
Game servers, attack mitigation and monitoring are designed alongside the gameplay, so launch day does not start with infrastructure built in a hurry.
Game servers, GPU, bandwidth and DDoS protection are things HiTechCloud runs daily, not something resold for the project.
Infrastructure costs modeled at each concurrent-player milestone, so revenue projections rest on real figures.
Project management, business analysis, game design, programming, 2D/3D art and QA in one process.
Launch is when things break; HiTechCloud's 24/7 technical support channel serves game clients too.
Unity suits most mobile and 2D games and projects that need to launch quickly across platforms. Unreal is stronger for high-fidelity graphics, open worlds and realistic simulation on PC and console. The choice depends on genre, target platforms and budget, and is settled in the design document.
Yes. We take on the infrastructure alone: game servers, databases, load balancing, DDoS protection, backup and monitoring, even when another team builds the client.
By configuration and actual resource use, at HiTechCloud's published rates. At design time we estimate the cost at different concurrent-player levels so the studio can build it into its financial plan.
The client does. Source code, art assets, design documents and publishing accounts are handed over in full and stated in the contract.
Tell us the genre, target platforms and expected scale. HiTechCloud will discuss the build approach, live infrastructure and an estimate.
























































































































































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