GameDuo
DEV Team Platform Part Leader2026.04 — Present
DEV Team Server Developer2025.01 — 2026.03
2025.01 — Present
Mobile game development and publishing company. Shared backend platform design for 6 live game environments (12 operating branches), data pipeline engineering, and common package system operations
Highlights
DEV Team Platform Part Leader
- Single-shard chat bottleneck at 6,000 msg/s: ack p95 767ms, 99.39% acceptance — Personally led sharding and load validation. Separately set shared done criteria and verification templates for the 3-person BE/FE/AI part, tracking work in quarterly OKRs with capacity targets (6,000 CCU, 18,000 RPS, 90,000 RPS burst), Load-test ack p95 767ms→6.6ms, scaling 1→4 shards
- Archive backfill saturated RDS CPU at 99.8%, throughput 9.3 items/min — Performance Insights isolated a query causing 99.5% of load; replaced N+1, DATE() predicates that prevented index use, and full-column reads with IN() batching, direct date comparison, and selected columns, Backfill throughput up 26x (9.3→247 items/min), Lambda p50 63.2s→1.36s, 15,333 completed with 0 pending
- Company-wide AI agents needed centralized per-user policies, device identity, and usage tracking — Owned design, operations, and merge approval for device registration, policy, remote-control, and usage tooling; AI agents implemented it before operational handover, Assigned the usage-reporting switch to 92 people on the active roster; all 87 reporting online devices applied it, and 525 automated security tests passed
- Coding standards, domain knowledge, and verification rules were scattered across individual setups — Unified rules, agents, hooks, and domain knowledge in Git with local RAG search, Every member shares the same AI working context via git pull, with pre-review criteria captured in an automated checklist
DEV Team Server Developer
- High DB and CPU load during metrics sync — Evaluated partitioning: write IOPS fell, but read IOPS rose and CPU load persisted, Chose lower Lambda concurrency over a structural change with little benefit for its code complexity
- Batch processing collection limits (60 days) — Replaced batch runs with EDA on-demand processing to distribute peak load, Expanded metrics range 6x (60→360 days), processing time 2h→5min
- Code duplication and convention inconsistency across 7 projects — Introduced shared NestJS packages and auto-deploy (10 utility modules + Game Server Kit), Upgrade rollout across 7 projects 3hrs→15min via automation, with shared-code changes consolidated into one package
- Slow marketing queries across Google Ads/Meta/TikTok data — Normalized read path + index tuning to avoid full-scan on 100-column table, Performance improved 97% (18s→0.5s)
- Regulatory risk from game probability disclosure requirements — Integrated a DynamicModule probability package across games and built a CDK audit-log pipeline, Achieved 94%+ integration test coverage (12 suites, 115 tests)
Projects
Real-Time Game Chat Server (Multi-Tenant)
2026.04 ~ PresentDesigned a multi-tenant real-time chat server to be shared across games, sizing a 6,000 CCU / 18,000 RPS target and validating it up to 20,002 CCU held for 900s in a dev load test
- No capacity model for chat infrastructure shared across games, blocking server sizing and SLO targets — Based the capacity model on commercial chat solutions' published rate-limit/PCU specs instead of internal guesswork, defining a sizing formula for a single multi-tenant server frame, Adopted 6,000 CCU / 18,000 RPS / 90,000 RPS burst targets into quarterly OKRs; a dev load test held 20,002 CCU for 900s
- Redis Streams WAL hit a single-threaded write bottleneck at 6K msg/s (EngineCPU 99.9%, ack p95 767ms) — Distributed the WAL stream across a 4-shard cluster and compacted entries into native fields (removing Lua serialization) — chose horizontal sharding over vertical scaling, since single-threaded Redis serializes writes and cannot scale them vertically, ack p95 767ms→6.6ms (~116x), WAL backlog 80,000→2,838 cleared, 99.99% accept rate at scale
- Messages were 100% rejected under concurrent multi-tenant load due to a missing scope key — Built a 5-tenant concurrent load-test environment and removed rejects via hot-path log removal and message scope keys, Achieved ack p95 42ms (target <100ms) and 0.04% error rate (target <0.1%) at 299K messages sustained over 5 minutes
- The outbox Lambda stalled at 2 concurrent executions (2% of reserved 100) with IteratorAge flat at 11 minutes despite zero throttles — Instead of batching tweaks, traced the cause to a tenant#date partition key that sent a day of writes to one partition, and spread writes across 10 partitions with a 0–9 shard suffix, In a sandbox load run, IteratorAge 658s→35s (−95%) and Lambda concurrency 2→8
- After hot-channel fanout migration, the bottleneck was not isolated between Redis server Lua, gateway event loop, a single command queue, and topology — Added attribution instrumentation before changing architecture, then validated Valkey serverless SSUBSCRIBE, per-channel subscriptions, and logicalChannelId-sticky connection pools step by step, Passed sandbox validation; a standalone measurement with connection pool size 4 reduced the command queue from 5,940 to 716 and processed 878,205 messages with zero loss
- Offline DMs, unread counts, joined-room lists, and group fanout lacked durable per-user state, risking mixed ownership between chat and game domains — Converged requirements onto a per-user room index, keeping the chat server responsible only for mechanics/characterId while game servers owned profile hydration and group-domain actions, Completed server-side DM, unread-count, joined-room, and group-fanout capabilities under one index model, with server/sandbox QA completed before Unity handoff
- Gateway tasks were repeatedly OOM-killed after performance changes, while outbound queues, observability retention, and heap caps remained competing root-cause hypotheses — Pre-registered and rejected the egress-budget hypothesis, then isolated retained-heap growth and heap-cap alignment through heap snapshots, diagnostic logs, and A/B measurements, Observed zero OOM events in post-fix validation and zero configuration drift in the targeted infrastructure rollback plan
Tech Rationale
Adopted a Redis Streams Consumer Group-based WAL (Write-Ahead Log) for message ordering, and distributed it across a 4-shard Valkey cluster instead of vertical scaling — a single-threaded Redis cannot resolve write bottlenecks by adding cores. ECS Fargate ARM64 migration was adopted only after validating resource efficiency under identical load.
Marketing Integrated Platform
2025.02 ~ PresentUnified marketing platform managing Google Ads/Meta/TikTok campaigns, creatives, and metrics in a single system, built on dedicated marketing DB separation
- Large marketing-metrics archive backfill stalled at 63s Lambda runtime and 99.8% RDS CPU, ETA 15 hours — Diagnosed the root cause as N+1 queries and a non-SARGable DATE() predicate (index miss) and removed both — chose a single 30-day batch fetch with in-memory latest-version dedup over per-row reads that were saturating RDS, Improved throughput 26x (9.3→247/min), Lambda runtime 63s→1.36s
- MKT Sheet BigQuery reads — Migrated to the Storage Read API, Migration completed
- Slow marketing queries on a 100+ column denormalized table — Normalized table into main/time-series/prediction, tuned indexes + cursor pagination, Performance improved 97% (18s→0.5s)
- Meta asset sync performance bottleneck — Replaced per-row ORM saves — which incurred heavy transaction overhead — with bulk INSERT and batch deletes, Image sync reduced 72% (25.7s→7.1s), DB transactions reduced 95% (10~16s→0.3~0.5s)
- TikTok deployments created orphan campaign/adgroup/ad resources when an external API partially succeeded before internal persistence, or retries were blocked by deployment guards — Unified idempotency per deployment path: Smart+ V2 level-by-level get-or-create with immediate persistence, v1 campaign-level reuse, and regular ad-level flags, Passed 31 unit tests for partial-failure retries and applied a policy to prevent recurrence of 2 orphan campaigns and 2 orphan ad groups
- A 26.37M-row / 27GB audit-log table lacked an index for parent-based lookups, causing page queries to trigger large full scans and prolonged IO saturation — Declared the index at the entity layer to prevent drift, pre-created the online DDL during a low-load window, and hardened the migration with duplicate-index no-op handling plus real DDL integration tests, Eliminated full-scan queries that had run for up to 36 minutes and reduced EXPLAIN-estimated scans to 3 rows, resolving the audit-log lookup incident
- Lambda handler build waits and quarantined test suites delayed marketing-platform CI feedback and left gaps in regression checks — Sharded handler builds, checked for missing expected artifacts, and restored quarantined suites with validation through FULL 8-shard CI, Reduced build wall time from 1,041 to 451 seconds in a manually triggered 1-vs-6-shard workflow experiment with 58 expected handlers and 0 missing; aggregate build work increased from 1,006 to 1,801 seconds. Separately restored all 83 quarantined suites and passed FULL CI
- Missing links between Meta ads and local assets left 2,235 ads with unlinked assets under the same UI filter — Backfilled asset links across 15 Meta accounts and 292 campaigns, comparing before and after under identical UI filters, Ads with unlinked assets 2,235→430: 1,805 fewer (80.8%); the remaining 430 had no asset matching the local ad ID in the current Meta response
Tech Rationale
For metrics-sync DB load, chose lower Lambda concurrency over partitioning: write IOPS fell, but read IOPS rose and CPU load persisted, offering little benefit for the added code complexity. Designed a hybrid GCP Pub/Sub → AWS Lambda/SQS pipeline for event-driven processing with the Outbox pattern for non-blocking async event publishing.
Internal Common Library System
2025.07 ~ PresentDevelopment and operation of NestJS utility (10 modules) + Game Server Kit (2 packages) for multi-project code consistency
- CI TEST job averaged 15m47s, delaying feedback — Chose tsc-native ts-jest isolatedModules with explicit Entity types over @swc/jest, which had weaker decorator-metadata compatibility, Cut average CI TEST job time 61% (15m47s→6m06s); passed 81 suites/978 tests
- Game-server shared code split across 5 branches + one game's 17 game-data definition modules were 2+ years diverged from the published package — Extracted the game-data definition modules + 5 submodules into a standalone package, then migrated 610 files / 310+ imports in one game, and later audited hardcoded names, moved them to config injection, and added a regression guard, Game-data module updates now ship as a single npm version bump (manual migration of 610 files → 0); a live 500 caused by the migration was hotfixed 82 minutes after report
- Each app injected its own static-data LRU cache, so boot-time data warming on live game servers took minutes — Moved static-data storage into the shared kit, removed per-app LRU injection, and added negative caching and preloadAll, Live game-server boot warming 138.1–199.5s → 25.8–37.8s, then 0.82–1.08s after switching the app warmer to preloadAll
- Manual library upgrades taking 3 hours across 7 projects — Added workflow_dispatch+matrix and changed-package CI tests on GitHub Packages, Reduced 7-project upgrade runtime 3h→15min
- Common code duplication across services increasing maintenance cost — Designed 10-module library system: core, repository, cache, lock, slack, crypto, smb, hash, type, iac, Unified shared code across 7 projects with standardized dependency management
- Repository layer had grown beyond 2000 lines and lacked type safety — Replaced read-then-write duplicate-key races with atomic upsert and automatic audit-log branching; narrowed types with overloads/generics and split the Repository into purpose-specific modules per SRP, Refactored 2000+ lines into shared Repository abstraction layer eliminating CRUD duplication
- Game-server cache logic was duplicated per project, increasing consistency and maintenance burden — Combined local LRU and distributed cache in a decorator-based hybrid AOP library to reduce network round-trips without the cross-instance inconsistency of local-only caching; separated tag indexing and single-flight per SRP, Released cache library v0.5.0 — 262 tests across 28 suites passing
Tech Rationale
Implemented ElastiCache (Redis) distributed lock as AOP decorator to separate lock logic from business code. Evaluated 5 options for Jest 30 VM isolation and adopted poolSize=2.
CS Support Chat Server
2026.04 ~ PresentFully isolated the customer-support (CS) chat server onto ECS from a shared deployment, and validated authentication, security, and load ceilings
- CS chat was coupled to a shared deployment, causing resource contention and deployment coupling — Fully isolated the service onto ECS Fargate and automated deployment via Terraform IaC (S3 state), GitHub Actions OIDC, and an observability sidecar — adopted a centralized game-token verification path over per-game distributed checks, Completed independent service cutover with modularized Terraform, an 11-panel Grafana dashboard, and 8 alerts
- Layer coupling and ad-hoc token lifetimes in the new CS chat domain posed security and maintenance risks — Separated responsibilities into a 4-layer Clean Architecture and introduced OAuth2 access (5min)/refresh (1h) tokens with ETag/304 polling — sending only deltas instead of full payloads per poll, Passed 39 tests across 12 suites; applied IaC plan (+10 resources) with zero incidents
- 1.0 vCPU ceiling, 40~90s cold start, and bloated images blocked spike-traffic handling — Redesigned task resources and ALB RPS autoscaling, and cut cold start via native ARM64 builds and Dockerfile slimming with migration separation, Reduced image 381→254MB (-127MB) / build 5→2min / cold start by 30%; 0% failure on a k6 500-VU spike
- No cross-project data isolation, request rate limiting, or attachment access control — Introduced cross-project isolation (triple-validation helper), Redis-backed rate limiting (auth 5/min, refresh 10/min, message 30/min), and an attachment FK integrity migration — rejected in-memory throttling for its multi-instance bypass risk, Merged the security integration with zero type errors and established cross-org/project isolation specs
- Multiple inquiries were mixed inside one CS chat room, making per-inquiry counts and handling-time metrics difficult, while video attachments for bug reports were unsupported — Designed additive APIs for immutable message-reply links, user-level chat lists, and a dedicated video-upload path with MIME, size, TTL, and daily limits, Established message-level reply/target changes, user-level lists, video inquiry playback, and inquiry-count/handling-time aggregation (20MB, 10 uploads/day, 15min TTL)
Tech Rationale
Isolated the service onto ECS (Terraform IaC + GitHub Actions OIDC) to break resource contention and deployment coupling, and adopted a centralized game-token verification path over per-game distributed checks. Rate limiting was implemented with a Redis-backed throttler for multi-instance consistency.
AWS Lambda Migration & Event-Driven Architecture
2025.06 ~ 2025.08Resolved batch job limitations from marketing metrics 60-day → 360-day expansion and serverless transition for batch processing
- Full serverless migration risked operational stability — Designed hybrid architecture keeping API server on EC2 while separating batch/job processing to Lambda, Preserved API availability with zero impact, isolating only batch workloads to contain operational risk
- Batch processing limited to 60-day collection range with 2-hour runtime — Established Event-Driven flow with SQS+Lambda+EventBridge, Reduced batch time 2h→5min, expanded collection 6x (60→360 days)
- Data consistency risk during event publishing — Adopted Transactional Outbox Pattern for scheduled and delayed event publishing, Kept data consistent across distributed event processing
- After cache disk-full recovery in the CDK deploy workflow, Lambda handler webpack builds reproduced V8 OOM, combining slower deployments with no regression guard — Separated runtime-transform dependencies into generated artifacts, raised the default handler batch, and retried only failed batches through an adaptive 8→4→2→1 split sequence, Removed the Lambda handler build-OOM root cause, added CI regression guardrails, and validated the deployment path through 3 passing CI runs
- DB connection exhaustion during massive Lambda execution — Introduced RDS Proxy connection pooling, Resolved connection exhaustion and stabilized database access
Tech Rationale
Chose Lambda to decouple batch/event workloads bound to the monolith server, enabling independent deployment. Adopted SQS for async processing to resolve scaling limitations under traffic fluctuation.
In-Game Multi-Language Translation System
2026.02 ~ PresentRedesigned the in-game notification translation domain model — decoupling AI translation from library-based conversion into a 3-stage pipeline
- Simplified Chinese was modeled inside the AI translation settings domain despite not being AI-supported, and settings storage/retrieval depended on the Traditional Chinese AI translation state — making independent toggling impossible without a breaking change — Extracted the derived-conversion module from the AI translation module into 9 use cases with dedicated entity/repository/scheduler, and applied the global-inheritance pattern for effective settings, Clarified domain boundaries by extracting 9 use cases and enabled independent toggling of derived conversion rules
- Decoupling required a breaking API change — Simultaneously deployed FE/BE/Gateway with role permission migration for zero-downtime transition, Completed the breaking API change without incident and cut effective-settings DB queries by 50% (4→2)
- The detect cron lacked version priority, delaying translation of the latest version; 30-second interval further slowed response — Added version ID-based priority ordering to detect SQL, shortened the processing interval from 30s to 10s, and raised batch limit from 100 to 200, Eliminated latest-version translation lag; progress UI plus total-count caching improved user visibility
- In sandbox, the detect scheduler queried all 159 versions at once (full scan of a 3.27M-row table on live), saturating Read IOPS at 190–470/s and locking some users out for 60s — Ported the per-version loop from the AI detect module, added distributed-lock timeout/recovery, and replaced the NOT EXISTS full scan with an indexed staged lookup, Split into per-version queries (39ms for one version on Live EXPLAIN) and bounded each run with pagination and a per-run cap
- The AI translation scheduler stalled on Vertex AI 429 quota errors, leaving 83,796 requests unprocessed on live — Traced the retry path: in-batch and recovery retries compounded to 9 effective attempts, and 13 scheduler instances retried with no backoff or jitter, Identified both causes (a retroactive backfill of 160 versions × 4 languages and a 13-instance retry storm), deleted the 83,796 stuck requests, and split out 4 follow-up tasks
Tech Rationale
Materialized the responsibility boundary between AI translation and library-based derived conversion inside the code structure. Split the Detection → Processing (AI) → Conversion (library) pipeline into independent modules and secured concurrent request integrity with a 2-stage race guard plus pessimistic write lock
Marketing Platform Audit Log System
2025.01 ~ 2025.04Resolved delayed balance issue response caused by inability to track data change history during game operations
- Inability to track data change history across environments and projects — Designed Git-like version control system with UUID-based cross-environment/project entity tracking, Kept data consistent across 6 games
- Manual entity change recording prone to omission — Applied Event Sourcing-based change tracking with Auditable decorator + TypeORM Subscriber pattern, Automated entity change tracking with consistent logging across all game environments
- Multi-environment version conflicts during data merge — Developed 3-Way Merge Engine with parent/child entity conflict detection and unique constraint handling, Automated version merging across 6 games' environments
- Expensive full-snapshot comparison for every version diff — Designed Version Diff Engine with dual strategy: incremental comparison and snapshot comparison based on Base Audit availability, Dual-strategy version comparison (incremental + snapshot) for performance optimization
- Entity tracking failures due to PK dependency during migration and merge — Introduced shared identifier-based entity tracking decoupled from PK dependency, Tracked entities accurately through migration, comparison, and merge
Tech Rationale
Adopted TypeORM EntitySubscriberInterface after dedicated analysis of subscriber behavior and constraints. Designed AOP-based approach combining Auditable decorator + Subscriber to automatically collect entity changes into a standardized audit pipeline.
Cloud Data Sync System
2025.08 ~ PresentBuilt S3-based sync and automated DDL management system to resolve dynamic game data inconsistency across environments
- Dynamic game data inconsistency across environments — Built S3-based cross-environment data synchronization across development/staging/production, Unified game data state across all environments
- Manual DDL schema management causing sync failures — Created automated DDL management engine with dynamic PK column type resolution, column type mismatch detection with MODIFY, and automatic index creation/RENAME, Automated database schema drift detection and reconciliation
- Large-scale Cloud Data ingestion and S3 upload bottlenecks — Analyzed and optimized ingestion and upload pipeline, TRUNCATE→DELETE optimization for batch operations — 77% latency reduction (57.5s→12.9s)
- Sync job instability causing operational issues — Implemented job separation, transitioned scheduling approach, tuned timeouts, and introduced non-blocking processing, Data layer resilience through schema optimization and safe migration strategies
- Four data-sync service bugs: Redis cache invalidation, DDL-SKIP metadata, copy-key deletion, and data-protection option propagation — Diagnosed and fixed all four issues systematically, Diagnosed and fixed 4 critical bugs to stabilize data-sync operations
- Risk of unintended full data deletion when a protection option was not forwarded on some migration paths — Forwarded the data-protection option across the four POST migration paths that were missing it, Blocked unintended full data deletion risk
Tech Rationale
Applied S3 Lifecycle policies (30d Glacier IR, 90d expiry) for cost optimization. Switched from event-triggered to scheduled execution to reduce sync miss risk.
Probability Calculation & Audit Log Analytics Pipeline
2026.02 ~ PresentBuilt probability calculation package and CDK-based audit log analytics infrastructure to address regulatory risk from lack of game probability verification
- No reusable probability calculation module across 6 live game environments (12 branches) — Packaged NestJS DynamicModule with 5 probability functions + Kinesis logging as shared probability package, Integrated the probability package across 6 live game environments (12 branches), cherry-picking main plus 11 branches
- No audit log analytics infrastructure for probability verification — Codified CDK analytics pipeline: Kinesis→Firehose (Dynamic Partitioning+Parquet)→S3→Glue→Athena, Integrated the probability-disclosure audit-log pipeline across 6 live game environments (12 branches)
- Mock-based tests lacking regression confidence for infrastructure code — Replaced mocks with LocalStack + Testcontainers integration tests, Secured 94%+ coverage (12 suites/115 tests)
Tech Rationale
Codified Kinesis → Firehose (Dynamic Partitioning + Parquet) → S3 → Glue → Athena pipeline with CDK. Chose Parquet columnar format for Athena SQL cost optimization. Replaced mock-based tests with LocalStack Testcontainers for integration testing.
Marketing Data Archiving & Custom Dashboard
2026.04 ~ PresentBuilt daily-snapshot archiving of marketing metrics (with immutability), a 4K-row custom dashboard, and alert observability
- Displaying 4K-row marketing metrics in one dashboard caused scroll lag and cell-sync bugs — Split BE (Raw SQL DISTINCT JOIN avoiding ORM hydration + in-memory cache) and FE (visible-row lazy fetch + 200-row chunks balancing network round-trips and render latency + per-pair caching) — rejected full loading due to response size and render cost, Displayed 3,341 of 4,458 rows mapped, stabilized response at 573ms cold / 221ms warm
- Sync paths used the latest snapshot instead of the reference-date cutoff, violating archive immutability (data contamination) — Redesigned the usecase/repository to honor cutoff semantics, made the stale-writer guard transactional, and introduced tombstone states for sync, Rebuilt 15,333 live archives (zero contamination), validated 287,020 archive-date records
- A transient log-query stack (Loki) outage fired 16 marketing alerts at once, flooding ops channels — After diagnosing the root cause, migrated all 16 alerts to a single analytics DB (ClickHouse) query, rewrote them via the dashboard API, and set a legacy log-stack decommission policy, Migrated 16/16 alerts (25 min), preventing alert-flood recurrence during log-stack outages
Tech Rationale
Archives must be immutable snapshots keyed by a reference-date cutoff rather than read-time state, so integrity was enforced with a stale-writer guard and tombstone states. The large grid uses visible-range lazy fetch with chunk caching instead of full loading.