Backend matchmaking and lobby infrastructure for the multiplayer relaunch of 7 Days to Die: Blood Moons, developed for The Fun Pimps via iLLOGIKA.
Built around Open Match for skill-based matchmaking, with custom lobby and session APIs handling player state, party grouping, and dedicated server allocation. Integrated cleanly into the Unity client through a lightweight wrapper that abstracts networking and reconnection logic.
The system was designed for production scale: dockerized microservices, health checks, graceful degradation, and observability from day one.