Game Development: ready template
Build your game and its systems and own them, instead of subscriptions
What you can build from it
- An internal studio dashboard (one screen from which you run the games, the players and the revenue).
- A back end (API) and database to store player accounts, progress and leaderboards.
- An external player portal (website/mobile app) for registration, purchases and support.
- An in-game store connected to mada/Apple Pay with a ZATCA e-invoice.
- Automation for support and notifications over WhatsApp, plus player retention campaigns.
- An analytics dashboard for player behaviour, retention rate and spending.
Prompts to start with
Studio live operations dashboard (LiveOps)
Build me an internal live operations dashboard (LiveOps) for a game studio, from which I control live content, seasonal events, feature flags and game balance tuning without redeploying. I want a precise roles and permissions system (RBAC) separating the events designer, the community manager and the data analyst, with secure login, two-factor verification and an audit log of every change showing who changed what and when. Make the database well indexed and add a caching layer for live game settings so millions of players can read them fast, with task queues (queues) to push bulk updates and scheduled events. Take security seriously: data encryption, rate limiting, protection against injection and CSRF attacks, and automatic periodic backups. The interface is English-first with Arabic RTL support and full accessibility, plus a monitoring dashboard (observability) showing system health and errors in real time. Add tests for the critical paths and concise documentation for the team to operate it, and make everything production-ready with the code entirely owned by me.
Player portal with a unified account
Build me an external player portal (website + PWA) with a unified account (single sign-on) that links all the studio's games to one identity, so the player registers once and enters every game. I want secure registration by email and mobile number with OTP verification, distributed session management (tokens) that can be revoked, and roles and permissions separating the ordinary player from the moderator and from support. The portal shows the profile, achievements, purchases and support tickets, and connects to a local payment gateway supporting mada and Apple Pay (Moyasar or HyperPay) with a ZATCA-compliant e-invoice issued after every transaction. Design the architecture to withstand high loads: an indexed database, partitionable as you grow, caching of profile pages, a content delivery network (CDN) for assets and images, and queues for heavy operations such as notifications. Take care of security (password hashing, rate limiting, protection against common attacks, backups), performance and speed, an English-first interface with Arabic RTL support and full accessibility, plus monitoring and logs. Make it production-ready with tests and concise documentation, and the code is mine.
Automation and retention engine
Build me a player retention automation engine that splits players into dynamic segments (new player, lapsed player, big spender, about to churn) based on their behaviour in the database, and runs automatic message journeys over WhatsApp, SMS and in-game notifications. I want a visual journey editor that defines the triggers, delays and conditions, with roles and permissions restricting campaign launches to authorised people, and secure login. Connect WhatsApp and SMS through API keys in the secrets vault, and use task scheduling and queues to send millions of messages without flooding the systems, with caching of player segments and an indexed database for the heavy queries. Add A/B testing to measure each journey's effect on retention and spending, and a dashboard showing the results. Take care of security (encryption, rate limiting, abuse protection, backups), performance, an English-first interface with Arabic RTL support and accessibility, and detailed monitoring and logs. Make it production-ready with concise documentation and tests, and the code is owned by me.
Player companion app
Build me a mobile companion app (Expo) for players, from which they follow their progress, the leaderboards and the daily quests outside the game, and receive event and offer notifications. I want secure login tied to the unified account, roles and permissions, and a smooth, professional user experience on Android and iOS. The app shows the player's profile, achievements and purchase history, allows purchases via mada and Apple Pay with a ZATCA invoice, and opens support tickets. Design the back end to handle millions of sessions: an indexed API, caching of leaderboards and repeated data, a content delivery network (CDN) for assets, and queues for the heavy ranking updates, with leaderboards that refresh live. Take care of security (encryption, rate limiting, protection against common attacks, backups), performance and speed, an English-first interface with Arabic RTL support and accessibility, plus monitoring, analytics and logs. Make it production-ready with tests and concise documentation, and the code is mine to export whenever I want.
Game back end that scales to millions
Build me a game back end (API) designed from the ground up to scale to millions of concurrent players, storing accounts, progress, inventory, leaderboards and the in-game economy. I want a distributed architecture: an indexed database, partitionable (sharding/partitioning) as you grow, read replicas, a caching layer (Redis) for sessions and hot data, task queues (queues) for heavy operations such as ranking calculations and reward processing, and a content delivery network (CDN) for static assets. Design stateless APIs behind a load balancer so they scale horizontally, with anti-cheat protection and server-side validation of events. Precise roles and permissions, secure token-based login, and full security: encryption, strict rate limiting, protection against DDoS and common attacks, backups and disaster recovery. Add comprehensive monitoring (observability) with metrics, alerting dashboards and distributed logs, and document the capacity limits and load testing. The managed interfaces are English-first with Arabic RTL support, production-ready, and the code is entirely owned by me.
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