Books28 chapters10 h 36 min read
Gaming
A game is a real-time simulation that has to feel instant on a player's machine, stay fair across a hundred thousand concurrent matches, ship a patch to millions of players overnight, and keep a store, an economy and a community running for years. This book surveys how the industry does each piece, from Unreal, Unity and in-house engines to the netcode, server fleets, launchers and backend services that public engineering write-ups describe, and how you'd build it, drawn as dimensioned technical sheets wherever a budget or a stack makes the point.
It reads in eight parts, plus a reference. How Games Get Made: the business and its data model, the engine landscape, building your own engine, and production pipelines. Clients and Delivery: game clients and launchers, and patching. Multiplayer: netcode, game servers, lockstep and rollback, matchmaking, and social systems. Backend and Live Services: backend architecture, accounts, economies, live operations and telemetry. Fair Play and Safety: anti-cheat, player behavior and player support. Money: monetization, and stores and payments. The Rules: ratings and children, loot boxes and consumer law, and accessibility. Running the Platform: metrics, AI and esports. Reference: a glossary of every term.
How Games Get Made
- 01The Games BusinessHow games make money and get made: business models, the 2025 market, platforms, studios and publishers, the volume map and the core data model.22 min
- 02The Engine LandscapeUnreal, Unity, Godot and the rest as of October 2026: license terms, architecture, studios that changed engines, and how to choose one for a game.20 min
- 03Building Your Own EngineHow a game engine works inside: the core loop, fixed timesteps and interpolation, frame budgets, job systems, ECS, streaming, and when building one pays.22 min
- 04Production Pipelines & BuildsHow a game gets from check-in to a certified build: large-binary source control, cooking, build farms, test automation, crash symbolication and console cert.20 min
Clients and Delivery
- 05Game Clients & LaunchersWhat a game's front-end client and launcher do, how League's client moved from Adobe AIR to web tech and plugins, what that cost, and how to build one.23 min
- 06Patching & Content DeliveryGetting a new build onto millions of machines: binary deltas vs content-defined chunks, Riot's 2019 League patcher, platform rules, CDNs, signing, rollouts.26 min
Multiplayer
- 07Netcode FundamentalsAuthority, what crosses the wire, prediction, reconciliation, interpolation, lag compensation, peeker's advantage, tick rate and relevancy, mechanism first.29 min
- 08Game Servers & HostingDedicated server processes, VALORANT's 128-tick frame budget, fleets and allocation, Agones and GameLift, placement, the network path, DDoS and load tests.24 min
- 09Lockstep, Rollback & DeterminismDeterministic lockstep for RTS, rollback for fighting games, what determinism really requires, finding desyncs, and replays and rewinds from recorded inputs.19 min
- 10Matchmaking & RankedRating math from Elo to Glicko-2, TrueSkill and OpenSkill, hidden MMR versus visible rank, tickets, queues, widening, parties, smurfs and the matching loop.27 min
- 11Parties, Presence, Chat & VoiceThe social layer of an online game: friends and blocks, presence and its fan-out, parties and invites, chat, server push, voice, platform rules and privacy.24 min
Backend and Live Services
- 12Game Backend ArchitectureWhat a live game's backend runs, how Riot and others have built and deployed it, the platforms you can buy, and why launches break and how to load test them.29 min
- 13Accounts, Identity & Cross-PlatformPublisher accounts versus platform identities, linking and merging, cross-play rules, tokens, account security, regions, age controls and bans.23 min
- 14Inventories, Entitlements & EconomiesWhat an account owns and how it got it: entitlements, item definitions and instances, currency wallets as ledgers, sinks, crafting, trading and clawbacks.22 min
- 15Live OperationsRunning a game that changes every week: patches, hotfixes and server-side overrides, seasons as dated content, flags, experiments, version skew and incidents.19 min
- 16Telemetry & AnalyticsWhat a game measures and how: match and gameplay events, heatmaps, server tick and crash data, replays, economy events, vendors, sampling and the bill.23 min
Fair Play and Safety
- 17Anti-CheatDefending a multiplayer game in depth: the threat model, server authority, client integrity, kernel drivers and their risks, detection, bans, appeals and Linux.24 min
- 18Player Behavior & ModerationHow games answer disruptive play: in-match reports, text and voice moderation, gameplay detection, penalty ladders, reform, UGC safety and the pipeline.22 min
- 19Player SupportSupport for games: channels and in-game SDKs, context-rich tickets, bots that know when to hand off, refunds, account recovery and staff access to player data.17 min
Money
- 20Monetization ModelsPremium, DLC, free-to-play, battle passes, subscriptions, ads and personalized shops: what each model sells, what it obliges you to keep, and what it builds.20 min
- 21Stores, Fees & PaymentsStore fees and billing rules for Steam, Epic, Microsoft, Apple and Google as of October 2026, web stores, regional prices, refunds, taxes and receipt checks.26 min
The Rules
- 22Ratings, Age & ChildrenESRB, PEGI and IARC ratings, purchase labels, platform age signals, COPPA in games, the FTC's game orders, parental controls, and how to build ratings as data.19 min
- 23Loot Boxes & Consumer LawLoot box rules by country, store odds disclosure, the EU's virtual currency principles, FTC orders on dark patterns, refunds, and auditable drop tables.20 min
- 24AccessibilityGame accessibility with the Xbox and Game Accessibility Guidelines: text, contrast, subtitles, color, remapping, assists, narration, the CVAA and testing it.18 min
Running the Platform
- 25Game MetricsThe numbers a live game runs on: DAU, retention cohorts, ARPDAU, LTV, concurrency, queue time, match fairness, crash rate, frame time, tick health, experiments.18 min
- 26AI in GamesClassic game AI (behavior trees, utility, navigation) and generative AI: LLM NPCs, content tools, Steam disclosure, performer consent, testing and safety.19 min
- 27Esports & SpectatingSpectator and observer modes, delayed feeds and fog of war, replays and rewinds, remote production, official data feeds, tournament rules and integrity.16 min