Game Server Observability SDK Across 3 Languages
We built the official observability solution for a major cloud gaming platform, delivering SDKs across C++, C#, and Go with integrations for both Unreal and Unity.
Key Results
The Challenge
A major cloud gaming platform needed comprehensive telemetry tooling for game server hosting. Studios couldn't monitor hardware performance, process health, or in-game metrics across deployments. The solution needed to work across multiple languages, game engines, and operating systems—with easy integration that didn't require deep observability expertise.
Our Solution
We built an OpenTelemetry-based observability platform with SDKs for C++, C#, and Go, plus native integrations for Unreal Engine and Unity. The solution includes out-of-the-box dashboards and alerting requiring zero additional configuration from game studios.
Technologies Used
The Challenge
Game studios deploying to cloud hosting platforms were flying blind. Without comprehensive telemetry, they couldn’t see what was happening inside their game servers—hardware utilization, process health, or game-specific metrics.
The solution needed to be:
- Multi-language: Supporting C++, C#, and Go
- Multi-engine: Integrating with both Unreal and Unity
- Multi-platform: Working across Windows and Linux
- Easy to adopt: Game developers shouldn’t need observability expertise
Our Approach
OpenTelemetry Foundation
We selected OpenTelemetry as the core instrumentation layer from day one. This ensured extensibility, vendor neutrality, and alignment with industry standards. Studios aren’t locked into platform-specific tooling.
Multi-Platform SDK Development
The project delivered SDKs across all three languages with identical functionality, ensuring a consistent developer experience regardless of technology stack. We integrated the telemetry SDK directly into the platform’s main server SDKs, reducing developer integration burden from two separate installations to one unified SDK.
AI-Assisted Development
With client approval, we leveraged AI-assisted development tools to maintain high velocity across language-specific implementations. This enabled a sustained output of approximately 5,000 lines per day during peak development.
The Results
The solution became the platform’s official observability offering—now part of their public product.
- 1.6 million lines changed across the full project
- Full platform coverage: 3 languages, 2 game engines, 2 operating systems
- Out-of-the-box dashboards requiring zero additional configuration
- Consistent metrics experience across all supported platforms
"The solution became our official observability offering. Studios can now monitor their game servers without wrestling with multiple telemetry systems."
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