Back to devrath.me

Software Engineer III at MPL

Mobile Premier League

One of the world's largest eSports and mobile-gaming platforms, serving ~85 million users. My Android work here ran across four pods — core, search, unity and streaming — and touched the two systems the business lives on: game delivery and live streaming.

~85Musers on the platform
7–19%game download failure rate — before
<0.5%failure rate after my download manager
Code Star award for the impact

01 My contributions

As Software Engineer III I worked where Android engineering and the business meet. Every install, update and stream on an ~85M-user platform passes through code my team owned.

02 Deep-dive: downloads as revenue infrastructure

A real-money gaming platform can't rely on the Play Store for its catalogue — games arrive as large asset bundles and APKs fetched inside the app, over the exact networks where connections drop mid-transfer. A failed download isn't an inconvenience here: it's a user who never plays, and revenue that never happens.

The download manager I built treats delivery like infrastructure: files are fetched in parallel chunks for speed, WorkManager schedules and survives process death, interrupted transfers resume instead of restarting, and completed files are verified before handing off to install or the game runtime.

Game catalogue assets · APKs Download manager WorkManager scheduling Chunk 1 Chunk 2 Chunk n parallel · resumable Verify & assemble integrity checks Install / launch upgrade handoff queue Failures fell from 7–19% to <0.5% — every recovered download is a game that gets played.
The parallel download pipeline — chunked, scheduled, resumable, verified.
Business impact

Downloads and upgrades are where engineering met revenue: when the failure rate collapsed from 7–19% to under 0.5%, more users reached their first game, retention improved, and the revenue curve moved with it. The work was recognised with MPL's Code Star award.

03 Deep-dive: streaming live eSports

In the streaming pod I built the broadcast experience on ExoPlayer — live tournament streams for millions of concurrent viewers, plus a full video-on-demand library:

04 Modernising the platform

Alongside feature work, I helped drag a large legacy codebase into the modern era without stopping the release train:

Credits

MPL is a Mobile Premier League product — one of the world's largest eSports platforms. I worked on the Android app as Software Engineer III (2022–2023); figures are from my Code Star award citation.

Back to portfolio