Learning and understanding the infrastructure by hunting and fixing bugs. Replacing any systems that had a single point of failure so that if something went wrong with a service it wouldn't affect the network drastically. Maintaining and improving server communication across 20+ BungeeCords and 2,000+ game servers. Quality of Life updates to make playing experiences nicer. Helping expand over into the Minecraft: Pocket Edition community. Understanding behavioural engineering to maintain the AntiCheat and prevent players who break our rules from ruining the playing experience for over 14,600,000 players worldwide!
Planning and developing an agile framework to support around 1,000 players concurrently whilst maintaining efficiency and less bandwidth usage whenever possible. An Application was created to monitor the infrastructure to notice us of any possible dedicated boxes or individual servers that were having some issues so we could deal with the little potential issues before they turned into bigger issues. Along with all this, the infrastructure needed to support a sudden influx of players when other advertisers were brought on board so I was tasked with modifying the current infrastructure to request new servers and assign them to a gamemode so that it'd take a maximum of 10 minutes to support the new influx.
Creating a system to track player statistics and display them in a user-friendly environment via a Leaderboard to show all Top 10 players for each gamemode and an Animated Scoreboard to show your own personal statistics. Planning and developing a UHC gamemode from the beginning to be as dynamic and configurable as possible so there'd be hundreds of possible configurations to be generated just by modifying the configuration files. Maintaining efficiency, modifying how chunks were being generated and sent over to clients to maximmize TPS and minimize Bandwidth usage for 200,000 unique players. Developing and maintaining an AntiCheat to prevent players from cheating and ruining the playing experience for all players.
Planning and developing a game framework for Cubed! of whom help raise money for Charity to provide ~1,000 participants with entertaining, playable gamemodes whilst they wait for the main events to start.
Providing a stable, efficient, easy to use framework that'd communicate and coincide with auto-scaling infrastructure that could handle over 400-2,000 concurrent players whilst maintaining and improving efficiency for 300,000 unique players.
Understanding infrastructure to track down bugs with unknown causes that impacted and prevented 100,000 players from having a fun and friendly experience without interruption and creating Toys that all players could interact with to bring the community together.
Experience mentioned above doesn't indicate I'm entirely fluent or active in those languages.