Matchmaking infrastructure for multiplayer games

Skill ratings.
Matchmaking.
Observability.

The skill ratings behind The Finals.
The matchmaker behind EMPULSE.

queue depth
412players
matches / min
342
p50 ttm
17s
match_idrulesetregionticketsplayersttmlatencymax mmr gap
In production today
the challenge

Every competitive game
has to solve matchmaking.
Even the best teams struggle.

the math problem

Skill ratings fight your matchmaker

Elo, TrueSkill, and their variants are mathematically unstable under skill-based matchmaking. The tighter your matchmaker, the less reliable your ratings become. You end up fighting your own foundation.

the engineering problem

Building it will cost you years

Adopt a general-purpose matchmaker and you design around its trade-offs for the life of your game. Build your own and you'll lose months before the first real match. Either way, the tuning will never end.

the design problem

Your matchmaker says no a lot

Matchmaking quietly limits what your designers can ship. Show players their rating? Launch a new asymmetric mode? Often difficult and months of work. The systems should serve your design, not limit it.

Matchmaking systems are some of the most complex design engineering tasks you're ever going to tackle, and they're thankless.

Jeff Kaplan · ex-Blizzard
the platform

One system for skill,
matchmaking, and control.

See the platform
professional services

Work with the team behind THE matchmaking platform.

Bring us a matchmaking problem. We'll scope, quote, and build. On our platform, alongside it, or on systems that are entirely your own.

Professional Services
01

Co-development

Our engineers in your standups and your repo.

02

Skill model tuning

Calibrated on your own match history.

03

Matchmaking audit

Where match quality breaks, and a ranked list of fixes.

04

Queue and ruleset design

Team sizes, parties, tolerance windows, backfill.

05

Matchmaker migration

Off a custom-built or vendor system, players intact.

Invokation allowed us to not have to worry about skill and matchmaking internals.

Nicholas Bagamian · CTO, 1047 Games
from the blog

Inside matchmaking.

More posts

Ready to solve
your matchmaking?

Talk to engineers who've shipped matchmaking at scale.

The Invokation wizard, casting