Chivalry II / Tripwire Interactive
How Chivalry II (Unreal Engine 4) handled launch-day spikes with zero downtime and scalable global session orchestration.
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Scaled global launch traffic for Chivalry II with stable session allocation and no infrastructure downtime.
Migrated away from legacy hosting and reduced server spend by roughly 60% while maintaining reliability.
Delivered stable multiplayer sessions across VR and mobile players with API-driven orchestration.
Improved match consistency and lag outcomes for a competitive 3v3 FPS while tightening infrastructure costs.
Integrated hosting with existing workflows so new versions could be rolled out safely during early access.
Handled approximately 300% more launch traffic than forecast while keeping live operations stable.