Studios & Teams·Sample journey

We're making an MMO. We need a world, not a match.

Ravi runs engineering at a 22-person Unreal studio building a persistent-world MMO. Iris handles replication inside a zone; nothing handles the world above the zone. Here's the month he stops writing his own SpatialOS.

Ravi · CTO at a 22-person Unreal studio
Unreal studio building a persistent-world MMO, replacing a home-rolled world brain with managed infrastructure.
Realm pillarRealmSyncEdge
Week 01

The architecture call

Ravi has a whiteboard diagram of zone servers stitched by a home-rolled “world brain”. It works for 200 players in a single region. 5,000 players across two continents is the goal. The home-rolled option is a year of engineering he doesn't have.

PlayServ's engineer walks him through Realm: Iris renders zones, Realm owns the world model, Edge shards ownership across regions.

Week 02

Zones map to sessions

The existing Iris zone servers stay. Each zone becomes a Realm session; entities declared on Iris are bridged into Realm's entity model via a thin adapter. Ownership is explicit — the castle that straddles two zones has a single authority, not two.

Week 03

Seamless handoff

A player running from Zone A to Zone B no longer sees a loading screen. Entity ownership migrates under 50 ms; the client receives a smooth stream of state from both zones during the handoff. Integration tests replay a recorded 2-hour raid across three zones. Zero desync events.

Week 04

Multi-region sharding

Edge adds a second region. Players pick the closest shard automatically; parties with mixed-region players are routed to a central pool. The studio's DevOps person — there's one — doesn't need to learn Kubernetes to bring up the second region.

Month 02

Capacity test at target scale

The studio runs a synthetic 5,000-player stress test across five zones and two regions. Ownership transitions, zone handoffs, and cross-shard parties all hold. Ravi shelves the “home-rolled world brain” repo and redirects two engineers onto gameplay.

We were going to write distributed systems for a year. Now we're going to ship game.
Ravi, CTO at a 22-person Unreal studio (sample persona)

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