Lessons Learned and Best Practices for Game Development in the Cloud
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Transcript of Lessons Learned and Best Practices for Game Development in the Cloud
LESSONS LEARNED
@sarahnovotny / CIO
LESSONS LEARNED
and best practices for game developers in the cloud.
@sarahnovotny
INTRODUCTION TO we do video game transmedia
TRANSMEDIAtransmedia is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.
WHY THE CLOUDS?or more specifically, why ?
flickr @nishanthjois
BUSINESS CONSTRAINTS-> ARCHITECTURAL CONSTRAINTS
(no really, they’re helpful)
FREE TO PLAY
anyone can playnot everyone will paycan’t be viewed as P2W
GAME SERVER
ephemeralautomatedinstrumentedcheap
BUZZWORD COMPLIANT
cloudon demand resourcesAPI driven$0 capital investment
WHAT HAVE WE LEARNED?
robots and automation FTW!
Availability Zone #1
www.playhawken.com
Security Group
Root VolumeData Volume
Elastic Load Balancer
Webserver Instances
Web AppServer
Security Group
Proxy Instances
Dynamo Backend
Elastic IP
3rd PartyServices
Availability Zone #1
HAWKEN game play
Game Server Instances
Dynamo Backend
Availability Zone #2S3 Bucket
Game Client Distribution
Game ServiceInstances
THINK IN TERMS OF FLEETSone server is useful. a fleet of them is a product.
SCALING UP IS EASY
SCALING DOWN IS HARD
BUILD AWARENESS
application
automation
LOCATION
APIS OFFER ERROR CODES
200 OK201 Created202 Accepted204 No Content304 Not Modified400 Bad Request403 Forbidden
CHECK THEM
PLAN FOR THE
ASYNCHRONICITYdon’t assume the data you’ve just sent is where you’ll retrieve it
CULTURE
legacy thinkingeducationeducationeducationengineering leadershippatience
BIZ
DEV
CLOUDDEVhere be dragons
COMPLEXITY KILLS
not too hotnot too coldjust right
I’M @sarahnovotny& YES, I’M HIRING
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