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Full Stack / DevOps Developer

Arvison

Unreal streaming on AWS · NestJS · matchmaker and WebRTC signaling

Designed and built a cloud streaming platform on AWS that enables users to access GPU-intensive Unreal Engine applications from any device. Built an optimized NestJS server for Unreal Engine connectivity, a matchmaking system for dynamic instance allocation, and scalable infrastructure using WebSocket.IO and WebRTC for low-latency streaming.

  • AWS
  • Nest.js
  • Node.js
  • Socket.io
Arvison
AWS
Scalable cloud infrastructure
WebRTC
Low-latency streaming
EC2
On-demand Unreal Engine instances
Matchmaker
Dynamic session assignment
01

The story

01.1

Problem

GPU-intensive Unreal Engine applications demand powerful hardware, keeping most users from running them on their own devices.

01.2

Solution

I architected a streaming platform on AWS: a matchmaker dynamically assigns EC2 instances running Unreal Engine, and video is delivered over WebRTC with WebSocket.IO signaling.

01.3

Result

Applications became accessible from any device with a browser, with automatic shutdown of idle instances to cut operating costs.

02

What I built

  1. 02.1Devops

    Design and Development of Infrastructure on AWS

    Contribution to the design and development of an AWS infrastructure to generate instances of Unreal Engine applications accessible through a matchmaker, enhancing the system's accessibility and scalability.

  2. 02.2Devops

    EC2 Image Generation

    I generated custom images on AWS EC2 for the matchmaker and Unreal Engine instances, optimizing deployment and operational efficiency.

  3. 02.3Full Stack Developer

    Development of Signaling Server

    I programmed functionalities in Node.js for the automatic control of instances without connected clients, reducing operational costs.

The code for this project belongs to the client and cannot be published. What I can show is on this page: the problem, the solution I built, my specific role and screenshots of the product. If what you want is to read my code, that's exactly why I built Ghostline: a complete, playable game with both the C# client repo and the TypeScript API repo open —the same technical judgment I applied here, this time auditable commit by commit.

03
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