Arena Rivals: 5v5 Competitive Mobile | Nine Pixels Case Study
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Game Development

Arena Rivals: 5v5 Competitive Mobile

Multiplayer · Unity · iOS & Android · Real-Time PvP

👥12-person dedicated team
🕑16 months
📱iOS & Android
⚙️Unity 2022 LTS + Custom Netcode
Arena Rivals
Perceived latency average
<50ms
Mid-match disconnect rate
<1%
Avg daily session time
40min+
Confirmed cheat incidents
0
Overview

Arena Rivals is a real-time 5v5 competitive mobile game with a 3-minute match format. Nine Pixels architected and built the full stack from a GDD, client, game server, matchmaking, and backend. The client's previous studio had told them real-time 5v5 on mobile was not technically feasible.

The Challenge

Synchronising game state across 10 players with varying network conditions simultaneously. Latency compensation, cheat prevention, and graceful disconnect handling all had to work from day one. The previous studio had attempted the netcode for 6 months and failed.

Our Solution

Server-authoritative architecture with no client-side shortcuts. Custom game servers on AWS GameLift broadcast authoritative state at 20 ticks/second. ELO matchmaking in Go groups players by skill and geography. Lag-compensated collision detection keeps perceived latency under 50ms while the server stays authoritative. Anti-cheat runs server-side with statistical anomaly detection.

Technology Stack
Unity 2022 LTSC#Custom TCP/UDP netcodeAWS GameLiftGo (matchmaking)RedisPostgreSQLPlayFabFirebaseAWS Lambda
Results
<50ms
Perceived latency average
<1%
Mid-match disconnect rate
40min+
Avg daily session time
12mo
Full-cycle delivery
40min+
Avg daily session time
0
Confirmed cheat incidents at launch
The previous studio said 5v5 real-time on mobile wasn't feasible within our budget. Nine Pixels delivered it in 16 months and it works.
CEO, German Gaming Startup
Project Details
Client
Funded Startup, Germany
Duration
16 months
Team
12-person dedicated team
Platform
iOS & Android
Engine / Stack
Unity 2022 LTS + Custom Netcode
Category
Game Development
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