Gaming

Gaming stats API for out-of-game campaigns

Built a high-traffic stats API that turned in-game actions into fuel for out-of-game campaigns, with fault tolerance and observability baked into an AWS Node.js serverless stack.

AWS · Node.js · Serverless

Out-of-game campaigns only work if you can trust what happened inside the game. This API existed to take player actions from the game world and expose them as reliable signals for campaign platforms: progress, milestones, engagement events, the kind of stats that marketing and product want without putting campaign load on the game servers themselves.

Traffic was bursty and unforgiving. The stack was AWS with Node.js on serverless primitives, sized for fan-out rather than a single hot box. Fault tolerance mattered as much as raw throughput: partial upstream failures could not take the whole campaign feed down, and retries had to be deliberate rather than optimistic.

Observability was part of the delivery, not an afterthought. When a campaign team asks why a reward did not unlock, you need traces and metrics that point at the actual hop that failed. The API became the bridge between high-volume in-game behaviour and the slower, more deliberate world of out-of-game engagement.