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Design a Multiplayer Game Server (FPS / battle royale)
HLDProblem Understanding
Restate the problem in your own words.
Design a Multiplayer Game Server (FPS / battle royale)
Design a multiplayer game-server backend: a matchmaker bins players by skill + region, a session orchestrator launches a dedicated game server, players exchange state at 10–60 Hz, the server is authoritative (anti-cheat), and at game end the result writes to leaderboards + progression. The hard parts are matchmaking SLA (< 30 s queue), low-latency networking (UDP, geo-aware regions), and game-server fleet autoscaling per game mode.
- Fortnite100-player battle royale; AWS-backed dedicated servers; matchmaking + back-end at hyperscale.
- ValorantRiot’s tactical shooter — sub-tick-rate authoritative server with strict anti-cheat.
- Counter-Strike 2Source 2 dedicated servers; the canonical FPS architecture for 25+ years.
- League of LegendsMOBA with regional shards + persistent profile + match history; a different latency profile from FPS.
Your task: read the problem above, then write what the system is, who uses it, the rough scale, and the headline UX expectation — in your own words. Submit for AI review when you're ready.
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