THE BLACK SKIES ARCHITECTURE SERIES · 8 POSTS

10,000 players.
No time dilation.

Every record-setting space battle has shipped with an asterisk: slowed clocks, dropped actions, hard caps. This series is a technical argument, with diagrams and a public benchmark plan, that the asterisk is a design choice. Keep strong consistency small, make the seams part of the game, and print the worst case of every component before it runs.

Jeff Sylvan · Staff/Principal engineer 20+ years distributed systems Available · Boston or remote Hiring info →
The engineer behind the series

Jeff Sylvan · Staff/Principal distributed systems engineer.

20+ years across platform, ML infrastructure, commerce, banking delivery systems, and multiplayer engines. Everything on this blog is a public work sample from a family-care career break. As of July 2026 I am actively seeking full-time Staff, Principal, and Founding Engineer roles.

100sof engineers adopted his delivery pipeline
10,000player battle architecture, designed in public
1,000+test methods passing in the repo behind this series
The series map

Every mechanism in these posts names the production failure it answers, and the closing ledger lists what has been measured, what has not, and exactly what would falsify the design. When the massive-scale run happens, the results post joins this list, whichever way the numbers go.

Related project

Ambient Agents: the orchestration layer behind the build.

A durable orchestrator for parallel development under rapidly changing specs, designed in public with a published kill condition. It runs the agent workflow that helps build Black Skies. The product spec and the full story live on its own site.

Early design notes archived here: the blocking task · the kernel · the pattern catalog