RYTHM
Draft

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.

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Weeks from brief to live deployment
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Platforms shipped simultaneously — Windows desktop and web
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Development phases from core mechanics to full integration
Challenge

One game. Two platforms. Real-time sync. Eight weeks.

Crash betting games live or die on two things: trust and feel. Players need to believe the outcome is fair and unpredictable — and the experience needs to feel fast, fluid, and visually engaging enough to keep them coming back. Building all of that from scratch, across two completely different technical environments, in eight weeks, with a cricket visual identity that had never been done in this format before — that was the brief.
C-01

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.

C-02

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.

C-03

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.

C-04

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.

How it works

From bet placed to crash — the same experience on every platform

STAGE — 01 / DETECT
Player bets
Intuitive betting interface with stake input and cash-out controls
Game starts
Server generates provably fair crash point, withheld until resolution
Multiplier climbs
Cricket animations reflect game state in real time across desktop and web
Player cashes out
Cash-out processed instantly via WebSocket, winnings locked in
Crash occurs
Dramatic crash animation triggers simultaneously on all connected clients
Round verified
Provably fair hash published — any player can verify the outcome independently
Technical tension

Keeping two rendering environments in sync — frame by frame

The core technical challenge was not building two separate products — it was making them feel like one. The Unreal Engine Windows application and the React web application had to receive the same game state updates, render the same animation transitions, and process the same cash-out and crash events at the same moment. The WebSocket server became the single source of truth for every client, with a standardised animation command system that mapped game states to animation triggers consistently across both environments regardless of how each platform rendered them.

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.

websocket-server — game state broadcast
01 // broadcast multiplier tick to all clients
02const tick = { type: 'TICK', multiplier: 1.24, state: 'climbing' }
03 clients.forEach(client => {
04 if (client.readyState === WebSocket.OPEN) {
05 client.send(JSON.stringify(tick))
06 }
07 })
08// crash event — reveal committed hash
09 if (multiplier >= crashPoint) {
10 broadcast({ type: 'CRASH', multiplier, hash: roundHash })
11 → animation trigger: CRASH_SEQUENCE sent to all clients
12→ round result logged · verification hash published
13 }
Capabilities

Four things the game delivers — built for a demanding gaming market

BETTING ENGINE

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.

ANIMATION SYSTEM

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.

CROSS-PLATFORM

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.

REAL-TIME SYNC

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.

Results

Shipped on both platforms in eight weeks. Provably fair from day one.

The full game — Windows desktop application, React web application, backend betting server, and provably fair verification system — was delivered and deployed in eight weeks. Both platforms launched simultaneously with real-time synchronisation confirmed across all connected clients. The animation export pipeline successfully maintained visual quality from Unreal Engine to browser delivery. The client received full documentation including the RTP and math model, and the provably fair system was live and publicly verifiable from the first round played. The Macau-based client launched on schedule with a complete, production-ready product across both target platforms.
8wks
Full cross-platform game delivered and deployed
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Platforms live simultaneously at launch
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Development phases completed on schedule
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Codebase powering both desktop and web via shared backend

Building a game that needs to work everywhere — and be trusted by everyone?

We've shipped provably fair gaming products across desktop and web simultaneously. If your project needs deep technical credibility and a tight timeline, that's exactly the kind of work we do. Let's talk.

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