Multiplayer Netcode
Authoritative servers, client prediction, rollback and lag compensation. We pick the model that fits your genre instead of forcing one architecture onto a fighting game and a farming sim alike.
Get in touch
Contact the studioHong Kong Game Technology Studio
HAO TONG (H.K.) TECHNOLOGY COMPANY LIMITED engineers real-time multiplayer backends, cross-platform game clients, and live-ops tooling for studios that need their titles to hold up when a million players show up at once.
Hung Hom · Hong Kong
The Studio
We are an independent game technology studio based in Hong Kong. Our engineers come from shipped competitive, social, and mid-core titles, which means we arrive already knowing where multiplayer projects usually break.
Studios bring us in for the parts that are hard to hire for: authoritative server logic, deterministic simulation, platform certification, and the live-ops plumbing that keeps a game earning long after launch week. You keep the creative direction and full source ownership. We make it run.
Capabilities
Every engagement draws on the same core group, so netcode decisions, client performance, and live-ops requirements get argued out in one room instead of across three vendors.
Authoritative servers, client prediction, rollback and lag compensation. We pick the model that fits your genre instead of forcing one architecture onto a fighting game and a farming sim alike.
Combat systems, physics tuning, animation blending, and UI flows built in Unity or Unreal. Frame budgets are treated as a design constraint from the first sprint, not a problem for certification week.
Seasons, battle passes, events, and store configuration driven from a dashboard your producers control. Content ships through remote config, so a balance change does not need a store review.
Bringing an existing title to mobile, console, or cloud streaming without gutting the codebase. Includes input remapping, storage compliance, and platform certification submission support.
Event pipelines, retention cohorts, funnel analysis, and sink-source modelling for in-game currencies. Design gets readable dashboards; finance gets numbers that reconcile.
Server-side validation, anomaly detection, and account protection tuned to your threat model. Competitive integrity holds up without punishing players on unstable connections.
Platform Layer
Most studios rewrite the same backend three times before launch. We maintain a hardened service layer — accounts, sessions, inventory, leaderboards, entitlements — that we adapt to your game rather than the other way around.
How We Work
A predictable delivery rhythm, with a written decision record at every stage so your team can pick the work up without us in the room.
We profile the build, read the netcode, and report the real launch risks — including the ones that are cheaper to accept than to fix.
Server topology, data model, and tooling scope agreed in writing before anyone opens an editor.
Two-week iterations with playable builds, load tests against synthetic concurrency, and weekly performance deltas.
Soft launch instrumentation, on-call rotation through the first season, then a clean handover to your team.
Selected Work
Client names stay under NDA. The engineering problems are worth describing.
Why Studios Pick Us
For real-time games, network feel outranks feature count. We optimise for the ninety-ninth percentile player on a bad connection, not the demo machine on the office LAN.
Source, infrastructure definitions, and documentation transfer to you at project close. No proprietary runtime you have to keep paying for.
If a milestone is slipping or a design will not scale, you hear it in the weekly update while there is still time to act on it.
Contact
Send over your build, design document, or a rough concept. We reply with an honest technical read within two business days — including whether we are the right studio for the job.
Useful things to include: target platforms, expected concurrency, current engine version, and your launch window.
Email the studio