Notes from
the build.
How We Benchmarked Recorded-Video Verification, and What the Result Does Not Say
38 clips across 14 titles and no wrong automatic settles. Here is how the offline benchmark was run, and where its limits are.
Settle, Hold or Void: How a Settlement Decision Gets Made
An event moves through six states, every move is one verb, and below the confidence threshold the answer is hold, not a guess.
Running a Portfolio Campaign on PLLAY
What a gaming platform can run today, how a provisioned partner reads participation, and what is still not on the public offer.
Why We Moved Off a Third-Party Identity Provider to Supabase Auth
Authentication and the rest of the platform's data used to live in two different places. This month they moved into one.
Cutting Creator Onboarding From 9 Steps to 2
Every step in a signup flow is a chance for someone to leave. PLLAY's creator onboarding had nine of them.
Introducing the PLLAY Partner API: Infrastructure for Platforms, Not Just an App
The logic that makes a PLLAY prediction pool work was never actually specific to PLLAY's own interface. This is the start of making it reusable.
Building PLLAY's Real-Time Operations Center
When a contest launch flow drops to under ten seconds, the team running the platform underneath it needs to move at the same speed.
Behind the Scenes: Getting Ready for PLLAY's First Games
Picking the first titles to launch with is less about which games are popular and more about which ones we can resolve correctly, every time.
The Case for an Agent Operating Layer
Settlement, fraud checks, and disputes don't scale if a person has to look at every one of them. Here's why we're designing PLLAY's back end to run mostly on its own.
Designing for Creators First
What does a monetization feature look like when it's designed around the fifteen seconds a creator actually has to use it, not the fifteen minutes a product demo has to explain it?
What "Skill-Weighted" Means, and Why We're Building Around It
Not every prediction should count the same. Here's the idea we're designing PLLAY's core mechanic around.
Why Watching Isn't Enough Anymore
Fandom used to end at the chat window. We think the next generation of live audiences wants more than a reaction emoji.