Game Experience · Infrastructure · Metaverse
UEFA Virtual Events
Football's audience does not arrive gradually. It arrives at kick-off, all of it, from everywhere at once. A virtual venue attached to a Champions League match inherits exactly that traffic shape.

Results
- 0120,000+ concurrent users at peak
- 02Global participation from Champions League fans
- 03Avatar creation and virtual world exploration
- 04Live trivia and challenges with real rewards, including Champions League final tickets
- 05Consistent performance across desktop and mobile

01
Twenty thousand concurrent
At peak, more than twenty thousand people were inside the environment at once, creating avatars and competing live. Almost every other decision in the build was shaped by holding that number.

02
Real prizes, real scoring
Rewards included tickets to the Champions League final. Real stakes mean scoring has to be correct and defensible rather than approximately right, while tens of thousands generate events at once.
03
Phones first
A global football audience is mostly on mid-range phones on mobile networks. Asset budgets, draw distance and visible avatar count were all set by what the low end could hold.
04
Event infrastructure
Products grow into their traffic. Events do not. A fixed date and a brand that cannot afford a visible failure puts every engineering risk before launch rather than after.