A cricket-themed crash betting game — built for Windows and web, synchronised in real time, delivered in eight weeks
A Macau-based gaming client needed a provably fair crash betting game with cricket-themed visuals, deployed simultaneously on Windows desktop via Unreal Engine and on web with pre-rendered animations — all synchronised in real time via WebSockets.

One game. Two platforms. Real-time sync. Eight weeks.
Provably fair mechanics — no room for doubt
Players in competitive gaming markets are sophisticated. The crash determination system had to be mathematically verifiable by any player at any time — not just claimed to be fair, but provably so, with a public verification mechanism built in from day one.
Cricket animations that couldn't telegraph the outcome
The visual system had to represent game states dramatically and engagingly — without ever giving a perceptive player a visual cue that a crash was coming. Unpredictability in the animation system was as important as unpredictability in the mechanics.
Real-time sync across two completely different environments
The Unreal Engine desktop build and the web application needed to stay in perfect sync — same game state, same multiplier, same crash moment — across two different rendering environments simultaneously via WebSockets.
Web performance on exported Unreal animations
Animations created in Unreal Engine had to be exported and optimised for browser delivery without losing visual quality or introducing latency. A slow or stuttering web version would undermine the entire experience for a significant portion of the player base.
From bet placed to crash — the same experience on every platform
Keeping two rendering environments in sync — frame by frame
The provably fair system introduced its own architectural requirements. The crash point for each round had to be determined server-side before the round began, committed to cryptographically, and only revealed at resolution — so that neither the server nor any player could manipulate the outcome after bets were placed. Building that verification pipeline, alongside the animation export workflow that took Unreal Engine assets and optimised them for browser delivery without quality loss, were the two hardest problems on the project — and both shipped within the eight-week timeline.
Four things the game delivers — built for a demanding gaming market
Provably fair crash mechanics
Server-side crash determination with cryptographic commitment before each round. Outcome published and verifiable by any player after resolution — not just claimed to be fair, but mathematically provable. RTP and math model documented and delivered.
Cricket visuals that reflect every game state
A full Unreal Engine animation system covering idle, climb, tension, crash, and transition states — designed so no animation sequence gives away the outcome. Dramatic, responsive, and visually distinct at every multiplier level.
Windows desktop and web — one game
Full Unreal Engine implementation for Windows with native performance, and a React web application using exported pre-rendered animations — both connected to the same backend, staying in sync in real time via WebSockets.
WebSocket infrastructure for zero-lag delivery
A standardised message format and animation state mapping system ensures every connected client — desktop or browser — receives the same game state update at the same moment. Cash-outs, multiplier ticks, and crash events land simultaneously across all platforms.
Shipped on both platforms in eight weeks. Provably fair from day one.
Building a game that needs to work everywhere — and be trusted by everyone?
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