Infrastructure · DevOps · LLMOps

We run what can’t go down.

Game infrastructure, DevOps and LLMOps — designed, built, and operated by the people who carry the pager.

Start a project On call 24/7
99.99%
Uptime
<12ms
P99 latency
1M+
Concurrent
2011
In the industry since

/ Services

Three lines of work. One discipline.

Different stacks, same job: designing systems that hold, then staying responsible for them once they are live.

/01

Game Infrastructure

Server systems for games that have to survive their own launch day.

  • 01 Backend & architecture Game services, player profiles, economy, matchmaking, APIs.
  • 02 Networking & netcode Dedicated servers, low latency, relays, global edge deployment.
  • 03 Highload & scaling Sharding, caching, load balancing, launch-day traffic peaks.
  • 04 Analytics & data Event pipelines, warehouses, retention and revenue dashboards.

Go · C++ · Rust · gRPC · PostgreSQL · Redis · Kafka · ClickHouse · GameLift · Agones

/02

DevOps as a Service

Your delivery pipeline and your production environment, run as a service.

  • 01 CI/CD & IaC from scratch Build and delivery pipelines, Terraform, environments, secrets.
  • 02 Observability & SRE Metrics, logs, traces, alerting, SLOs, incident review.
  • 03 Migrations & cost Cloud-to-cloud and Kubernetes moves, infrastructure cost audits.
  • 04 24/7 on-call A real rotation, incident response, guaranteed time to acknowledge.

AWS · GCP · Azure · Kubernetes · Terraform · Ansible · ArgoCD · Prometheus · Grafana · Loki

/03

LLMOps as a Service

The unglamorous half of shipping AI features — the half that has to hold under load.

  • 01 Self-hosted models GPU clusters, vLLM and TGI, quantization, autoscaling, cost per token.
  • 02 RAG & data Indexing pipelines, vector stores, chunking, retrieval evals, corpus refresh.
  • 03 Production gateway Caching, rate limits, provider fallbacks, tracing, budgets and alerts.
  • 04 Evals & prompt CI Regression tests for prompts and agents, datasets, gates in the pipeline.

vLLM · Ray · Triton · pgvector · Qdrant · LangFuse · OpenTelemetry · Kubernetes

/ How we work

We build it.
Then we keep it up.

Most engagements start as a project and end as a standing responsibility. Both halves are on the table from day one.

Build

Fixed scope

01

Audit

We read the system as it is: architecture, pipelines, spend, and the history of what has already broken.

02

Design

A target architecture and a migration path, with the trade-offs written down rather than glossed over.

03

Implement

We build it in your repositories, with your engineers watching. Nothing ships as a black box.

04

Handover

Documentation, runbooks, and the training your team needs to run all of it without us.

Most teams do not stop here.

Run

Monthly retainer

05

On-call

Our rotation answers the page — not your engineers at four in the morning.

06

SLO reporting

Agreed targets, measured continuously, reported monthly in plain numbers you can check.

07

Improvement

Capacity, cost, and reliability work that keeps happening after the project is closed.

/ About

Engine-agnostic.
Infra-obsessed.

We have been building and operating production systems since 2011, largely for games — which is an unforgiving school for infrastructure, because games fail publicly, at peak, in front of everyone at once. The habits that come out of that transfer directly to delivery pipelines and to LLM workloads: assume the traffic spike, assume the dependency dies, assume it happens on a weekend.

Engines
Unreal Engine, Unity, Godot, custom
Cloud
AWS, GCP, Azure, hybrid, bare metal
Orchestration
Kubernetes, Docker, Terraform, Helm
Data
PostgreSQL, Redis, Kafka, ClickHouse
Observability
Prometheus, Grafana, Loki, Datadog
Inference
vLLM, Triton, Ray, pgvector, Qdrant
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Let’s talk.

Tell us what is breaking, what is launching, or what you would rather stop maintaining yourself.