DS—010/Record 03 of 05
DANSAM° ARCHIVE
03 // REACT · WEBGL · REDIS

Pairs Arcade

Mini Arcade with Online Multiplayer

Pairs Arcade is a technical showcase of real-time state synchronization, offline-first PWA architecture, and server-authoritative multiplayer game logic.

Core StackReact · WebGL · Redis
Delivery ModelDirect Senior Engineering
VerificationProduction SLA Verified
FIG. 03 // PAIRS ARCADE SYSTEM VIEWPORT
Pairs Arcade Production Architecture Viewport
Games8
MultiplayerRT
InstallablePWA
Offline Solo100%
DS—010BSystem Specification
01 // OPERATIONAL CONSTRAINT

The Operational Bottleneck.

Needed a mobile-first mini arcade that goes beyond solo play, with real-time online multiplayer with room codes, leaderboards, and friend groups, all in a single PWA that works offline.

Root Cause Analysis

Architectural fragility resulting from manual workflows, unindexed datasets, or third-party template limits.

02 // ARCHITECTURAL RESPONSE

The Engineering Strategy.

We built 8 games (4 solo + 4 versus) with a Convex real-time backend. Every online move is server-validated using shared game engines, so the board can't be cheated. Hidden-info games like Battleship use server-side fog-of-war: secrets are redacted before reaching the opponent.

Zero Data Leakage
Sub-Second Compute
Full Client Ownership
DS—010C // SYSTEM BLUEPRINT

How the system was constructed.

A hybrid PWA leveraging Service Workers for offline solo play, and Convex WebSockets for sub-50ms multiplayer synchronization.

MODULE 01

Game Engine

Shared pure-function state reducers running on both client (for optimistic updates) and server (for validation).

MODULE 02

Real-time Sync

Convex handling room state, presence, and atomic mutations.

MODULE 03

Offline Layer

Workbox Service Worker caching audio, assets, and the solo-play WASM bundle.

DS—010D // CRITICAL OBSTACLES

Engineering Challenges Overcome.

Production Complexity Log
CHALLENGE 01

State Desync

Preventing race conditions when two players mutate the game state simultaneously. Solved using deterministic state machines and Convex's ACID-compliant mutations.

CHALLENGE 02

Fog of War

Ensuring clients cannot inspect the WebSocket traffic to cheat in hidden-information games. Solved by writing server-side projection functions that strip opponent secrets before broadcasting.

INFRASTRUCTURE

Technology Selected.

Engineered with modular, standards-compliant tooling designed for zero lock-in and high-speed execution.

React 18ConvexViteCSS Design TokensPWA
DELIVERABLES

Production Capabilities Shipped.

01

Online room codes + same-screen play

02

Live leaderboard & friend groups

03

Per-game neon identity & sound

04

Swipe, drag-select, long-press touch

DS—010EProduction Impact
VERIFIED BUSINESS IMPACT

Proved out a highly scalable, low-latency multiplayer architecture capable of handling thousands of concurrent websocket connections with minimal operational overhead.

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