Case studyGaming10 min read

Quizora Live: building a live trivia game show where a hundred thousand players answer in the same ten seconds

A gaming startup wanted a scheduled live trivia show — a host, a countdown, and huge numbers of players answering at the same instant. We built Quizora Live: a real-time game engine, host studio, AI-assisted question production in multiple languages, anti-cheat and a friends-and-leagues layer — 24 features engineered for the moment everyone taps at once.

24
Features shipped
3
Apps & platforms
8
Team members
18
Weeks to rollout
Quizora Live game screen with countdown
Quizora Live: one question, ten seconds, everyone at once.
01

Appointment gaming

Quizora's founders wanted to bring back appointment entertainment: a live show at the same time every evening, with a host, where everyone plays the same questions together. The format is simple; the engineering is not. Every question creates a burst where huge numbers of players submit answers within the same few seconds, and every one of them must be counted fairly.

They had tried a prototype on a general-purpose backend. It worked for a few hundred testers and collapsed at a few thousand.

“The game is ten seconds long. Everything has to work in those ten seconds.”

— Quizora's CTO
02

Designing for the burst

We designed the game engine around the burst. Questions are pushed to all players simultaneously over persistent connections. Answers are accepted by stateless edge servers, timestamped against the server clock and written to an in-memory store, then tallied in parallel. Results are computed once and broadcast, rather than each player asking the server for their result.

We load-tested with simulated players far beyond the launch target, repeatedly, until the burst of answers looked uneventful on our dashboards.

Blue-lit server rack
Load tests at many times the launch target, repeated until the burst was boring.
03

Fairness and anti-cheat

A live game with prizes attracts cheaters. We timestamped answers on the server, compensated for network latency within strict limits, detected impossible response times and flagged accounts that shared devices or answered identically in suspicious patterns. Players see a clear fairness policy, and flagged winners are reviewed before prizes are released.

04

The team

Real-time engineering led the team, with a dedicated SRE for load testing and show-night operations.

1
Engagement lead

Show format workshops and launch rehearsals.

1
Product designer

Game UI, host studio and production console.

2
Flutter engineers

Game app with real-time connection handling.

2
Backend engineers

Game engine, answer tallying and anti-cheat.

1
SRE

Load testing, autoscaling and show-night operations.

1
AI engineer

Question drafting, translation and fact-check workflow.

8 people in total, working as one team.

05

Decisions we made

Each was driven by the demands of the burst.

01

Polling or persistent connections?

  • Clients poll for questions
  • Persistent WebSocket connections

Our call: Persistent WebSocket connections. Polling from huge numbers of clients would itself create a load spike. Persistent connections push each question to everyone at once.

02

Client time or server time?

  • Trust the device clock
  • Server timestamps with bounded latency compensation

Our call: Server timestamps with bounded latency compensation. Device clocks can be manipulated. Server time kept the game fair.

03

AI-written questions?

  • Fully AI-generated questions
  • AI drafts, humans fact-check and approve

Our call: AI drafts, humans fact-check and approve. A wrong answer on a live show is a public mistake. AI speeds up drafting and translation; editors verify every question.

04

How much to load test?

  • Test at expected traffic
  • Test far beyond it, repeatedly

Our call: Test far beyond it, repeatedly. Viral growth is unpredictable. Headroom meant a surprise surge would not end the show.

06

The 24 features

Everything that shipped for players, the host studio and the question team.

Gameplay
Ten seconds, everyone at once.
  • 01Live synchronised questions

    Every player sees the question at the same moment.

  • 02Countdown answering

    Tap to answer within the time limit.

  • 03Host video stream

    Low-latency host video in the app.

  • 04Instant results

    Answer distribution revealed after each question.

  • 05Lifelines

    Extra lives earned through referrals.

Social
Playing together.
  • 06Friends and invites

    Invite friends and see who is playing.

  • 07Private leagues

    Leagues for friends, colleges and offices.

  • 08Leaderboards

    Daily, weekly and all-time rankings.

  • 09Shareable results

    Share scores and wins.

Production
Making the show.
  • 10Question bank

    Questions tagged by topic, difficulty and language.

  • 11AI question drafting

    Drafts generated for editors to verify.

  • 12Multi-language questions

    Questions translated and reviewed per language.

  • 13Host studio

    Run order, release control and live stats.

  • 14Show scheduling

    Show times, themes and prize pools.

Platform and fairness
Built for the burst.
  • 15Real-time game engine

    Stateless edge servers and parallel tallying.

  • 16Autoscaling

    Capacity scaled ahead of each show.

  • 17Anti-cheat detection

    Impossible timings and collusion patterns flagged.

  • 18Winner verification

    Flagged winners reviewed before payout.

  • 19Prize payouts

    Verified payouts to players.

  • 20Show analytics

    Players, retention and drop-off by question.

  • 21System health dashboard

    Connections, latency and errors live during shows.

  • 22Runbooks and alerts

    Show-night procedures and alerting.

  • 23Responsible play controls

    Age checks and play limits.

  • 24Role-based access

    Hosts, editors, operators and admins.

Quizora Live host studio console
The host studio: run order, live answer distribution and one-click question release.
07

The first live show

The first show ran after a week of rehearsal shows with invited players. On launch night the team watched the dashboards through every question; the bursts came and went exactly as the load tests predicted.

  1. Weeks 1–2
    Discovery

    Show format and failed prototype analysed.

  2. Weeks 3–5
    Engine design

    Burst architecture designed and spiked.

  3. Weeks 6–13
    Build

    Game app, engine, host studio and production tools.

  4. Weeks 14–17
    Load tests and rehearsals

    Repeated load tests and invited rehearsal shows.

  5. Week 18
    First live show

    Public launch.

08

What we learned

Engineer for the peak, not the average. The game's quiet moments were irrelevant; the ten-second bursts were everything.

Rehearse operations like the product. Show-night runbooks and rehearsals mattered as much as the code.

Built with
  • Flutter
  • Go real-time game servers
  • Redis
  • WebSockets
  • PostgreSQL
  • LLM question drafting with review
  • Kubernetes on AWS
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