Case study
PartyPilot AI
A realtime multiplayer foundation built contract-first: shared event schemas, validated boundaries, and server-authoritative updates.
Role
Architecture + realtime
Stack
TypeScript • Zod • pnpm
Demo
Add Loom + live link
Problem
Realtime apps fail when event payloads drift, validation is inconsistent, and client state becomes the “source of truth.” This needed a contract-first model and server-authoritative state.
Solution
- • Created shared contracts: types + Zod schemas used on both server and client.
- • Validated events at boundaries to prevent malformed payloads from breaking rooms.
- • Kept the server authoritative for game state transitions.
Architecture
pnpm workspace (monorepo) ├─ apps/web (UI) ├─ apps/server (realtime + state) └─ packages/shared (types + Zod schemas) Event flow: client -> emit(event) -> server validates (Zod) server -> updates state -> broadcasts snapshot/event
The key is “shared contracts” so server + client can’t drift.
Hard parts (senior signal)
- • Contract-first events: one source of truth for payload shapes.
- • Validation at boundaries: reject invalid events early to keep rooms stable.
- • Server-authoritative state: clients render state; server owns transitions.
Key features
- • Room creation + join flow
- • Realtime updates (state snapshot + event-based)
- • Shared schema package (types + Zod)
- • Predictable game loop boundaries
Demo script (Loom-ready)
- Show monorepo structure and shared package.
- Start server + web app, create a room.
- Join from a second browser window and trigger actions.
- Show server logs validating payloads (Zod).
- Explain server-authoritative updates and state snapshots.
Let’s build a product users trust.
I ship AI features with predictable UX, clean API boundaries, and systems that hold up under real usage. If you’re hiring for AI Product Engineer / Full-Stack (AI Products), let’s talk.