Tiny Armies

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A new era has begun. Fight for ultimate supremacy in Tiny Armies: Clash Arena, where players from around the world take part in massive, epic multiplayer battles. Recruit soldiers, capture bases, and grow your army into a formidable force with skull-crushing giants and fire-breathing dragons - all live and in-play. Become the most feared warrior on the battlefield and destroy your enemies! Choose your hero, battle in bustling arenas across the kingdom, and earn awesome bonuses by taking on exciting live missions!

Tiny Armies was our second big game after Hi Frog, taking nearly 3 years of development with external publisher PlayStack. It got featured as an early access title on Google Play Store. I led the technical architecture as Tech Lead of a 6-person engineering team.

The biggest technical challenge was implementing smooth 8-player simultaneous gameplay over mobile networks. We built it on Photon Engine but needed extensive custom optimization. We used deterministic lockstep networking for synchronized gameplay across all clients and optimized the network protocol to reduce packet size by 60% compared to our initial implementation. The transmission had to work smoothly even on 3G connections, so we added client-side prediction and lag compensation for responsive controls.

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The game features a league system with ELO-based skill rating for fair matchmaking, ensuring veteran players compete at appropriate levels. We iteratively designed the monetization system through multiple redesigns, driven by comprehensive analytics and A/B testing infrastructure. The goal was a balanced economy that felt fair for non-paying users.

As Tech Lead, I established code review processes, CI/CD pipeline for automated builds and testing, analytics infrastructure for data-driven decisions, and the overall technical architecture for the multiplayer systems. We built it with Unity and C#.

Play https://play.google.com/store/apps/details?id=com.playstack.tinyarmies