Author

Andrew Walker

Head of Business Development at Gameye

Andrew leads business development at Gameye. He writes on platform migration, industry transitions, and running multiplayer games at scale.

LinkedIn →

Articles by Andrew

Gameye Platform Update — October 2026

Gameye Platform Update — October 2026

GitHub Container Registry support, an MCP server and agent skills for AI coding agents, a GitHub Action for deploys, per-match regions for Nakama, a Photon Fusion BR200 server kit, and servers that get their full shutdown window.

How to Handle Player Spikes at a Multiplayer Launch Without Server Outages

How to Handle Player Spikes at a Multiplayer Launch Without Server Outages

Launch spikes break allocation, provider quotas and matchmaker queues before they break game servers. Here is how to plan, test and spread capacity so the first wave of players gets into matches.

Run Agones Yourself or Use Managed Game Server Hosting? A Cost and Effort Comparison

Run Agones Yourself or Use Managed Game Server Hosting? A Cost and Effort Comparison

Agones is free software, but running it is not. Here is what self-hosting Agones involves, what it costs once you count engineering time, and how Gameye, AWS GameLift and Edgegap compare.

How to Deploy a Unity Mirror or FishNet Dedicated Server (Step by Step)

How to Deploy a Unity Mirror or FishNet Dedicated Server (Step by Step)

A Mirror or FishNet dedicated server is a headless Linux build of your Unity project. Here is how to build it, containerize it, push it to a registry and start sessions from your matchmaker.

Bare Metal vs Cloud for Multiplayer Game Servers: Cost, Performance and When to Use Each

Bare Metal vs Cloud for Multiplayer Game Servers: Cost, Performance and When to Use Each

Bare metal is the better default for multiplayer game servers. Cloud is the better overflow. Here is the comparison on clock speed, cost per player and egress, and when pure cloud still makes sense.

AWS Made GameLift Bandwidth Free — Here's What It Actually Changes

AWS Made GameLift Bandwidth Free — Here's What It Actually Changes

On June 15, 2026, AWS made network bandwidth free on GameLift gen-6+ instances. It's a genuine win that kills the most unpredictable line on the bill — but it comes with one catch most coverage skips: it only applies to AWS GameLift's own instances. If you self-host on EC2, you still pay.

From Unity Sample to Gameye-Hosted Dedicated Server in an Afternoon

From Unity Sample to Gameye-Hosted Dedicated Server in an Afternoon

A step-by-step walkthrough taking Photon Fusion's SimpleFPS from local build to Gameye-hosted dedicated server, covering Docker, the Session API, and a Quick Play broker.

What Changes When You Migrate Off Unity Multiplay (and What Stays)

What Changes When You Migrate Off Unity Multiplay (and What Stays)

Unity Matchmaker, Relay, Lobby, and Distributed Authority keep working after the Multiplay shutdown. Here's exactly what changes in your stack — and what you can leave alone.

Unity Multiplay Shutdown (2026): What Happened & Where Studios Are Going

Unity Multiplay Shutdown (2026): What Happened & Where Studios Are Going

Unity Multiplay shut down March 31, 2026. What happened, how the Rocket Science handoff is going, and where studios are actually moving their game servers.

The Game Server Shake-up of 2026

The Game Server Shake-up of 2026

Unity Multiplay ended March 31st. Hathora ended May 5th. Two shutdowns, two tight deadlines, hundreds of live games caught in the middle. Here's what to do.