[2011 비즈니스 파트너 간담회] Social Games On Azure

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[2011 비즈니스 파트너 간담회] Social Games On Azure

한국마이크로소프트 오성미 차장
2011.2.21 @ SK커뮤니케이션즈 본사 5층 대강당

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[2011 비즈니스 파트너 간담회] Social Games On Azure

  1. 1. 한국마이크로소프트 개발자 및 플랫폼 사업본부오성미 차장(su n gmi oh @mi crosof t. com )
  2. 2. 개발사 지원 프로그램 개발 소프트웨어  개발툴 및 Windows Server/SQL Server 호스팅 플랫폼 (LG CNS 서비스) 1 Core 웹 서버 / 1Core DB 서버 각 VM  저장공갂 180GB  네트워크 대역폭 : 100ㅡbps shared 파이낸싱 및 마케팅 교육 및 기술지원* 소셜앱으로 청춘의 꿈을 캠페인을 통해 제공
  3. 3. Social 게임사를 위한 Microsoft Windows Azure Gets  확장 가능한 클라우드 플랫폼  2011년 12월까지 무료  최적의 플랫폼 구성을 위한 아키텍쳐 가이드 제공 Asks  개발 리소스 투자  사례발표
  4. 4. 소셜앱 개발에 Azure가 좋은 이유 Windows Azure 에서 구동되는 facebook 게임 – 판타지 킹덤 Windows Azure기반 개발에 대한 소개
  5. 5. 소셜앱 개발사를 위한 기술 갂담회 일시 : 3월 8일(화) 10:00~11:30 장소 : 대치동 포스코센터 서관 5층 Win 룸 참석 대상 : Microsoft 클라우스 서비스인 Azure 기반 앱 개발에 관심이 있는 기업, 기술 담당 문의 및 참가등록 : sungmioh@microsoft.com
  6. 6. Building Social Games on Windows Azure
  7. 7. Sneaky GamesSince 2001, Sneaky Games has built interactive sites and games for a variety of customers including: Paramount Pictures, Logitech, Hollywood Interactive Group, and Fairy Godmother Academy. In addition, our team has worked with large entertainment corporations on games and interactive projects including: Sony, Microsoft, Disney, Electronic Arts, Midway, NCsoft, Sega, Sony, THQ, Universal, and more.In 2009, the Sneaky Games team we started building our own game.
  8. 8. Sneaky GamesSneaky Games is a game development company that is currently buildinga portfolio of online social games. Our flagship game, Fantasy Kingdoms, launched in 2010. Our second game, Strife of Sevens launches in January 2011. Our third game will launch in March 2011.
  9. 9. Our Game Platform We started building our own social games on our proprietary platform.  Integration layer for social networks  Games framework  Batched & real-time client communications.  Driven by .Net on the backend integrates with Flash, Silverlight, or other clients (HTTP, WCF, or RTMP) Originally, our games were for smaller audience and scale was not a issue.. Then came Facebook.
  10. 10. What options did we have? Sharded Game Servers  Traditional approach  Better for real-time communication  High management costs Stateless Game Servers  Must have scalable and shared data source  Good for applications that can afford batched requests  Allows for low cost management
  11. 11. Our Decision We looked at various hosting providers:  Amazon  Rackspace  Windows Azure We chose Windows Azure:  We could go stateless – built-in clustering of servers  Easily spin up new instances with a click when needed  We would use BLOBs to store user data – they inflate incredibly fast from Azure storage.  No need to manage server updates and other maintenance tasks.
  12. 12. Pros / Cons of Decision Pro:  Easy server management  Windows Azure is very fast!  Unlimited scale  It is Microsoft, i.e. developer friendly Con:  SQL Azure did not meet our needs completely  You must use the Windows Azure simulator in VS when developing  There are not many developers pushing it in gaming – limited community(we are glad you are here!)  Not as mature overall as Amazon, but based on recent news, it’s getting there
  13. 13. Architecture: In the Beginning Self-hosted Web & Database Server(s)Flash Client 1 WCF Web SQLFlash Client Service Database 2Flash Client n
  14. 14. Architecture: Windows Azure, Take 1 Windows Azure SQL Azure Web RoleFlash Client 1 WCF Web Service Instance 1 Authentication WCF Web Game Data Service User DataFlash Client 2 Instance 2 Logs WCF Web Service Instance nFlash Client n
  15. 15. Architecture: Windows Azure, Take 2 Windows AzureFlash Client 1 Web Role WCF Web WCF Web WCF WebFlash Client 2 Service Service Service Instance 1 Instance 2 Instance nFlash Client n Blob Storage Table Storage Azure Queues SQL Azure User User & Queue User Auth Logs Queue User Game Data Queue
  16. 16. Architecture: Windows Azure, Take 3 Windows AzureFlash Client 1 Web Role WCF Web WCF Web WCF Web Service Service ServiceFlash Client 2 Instance 1 Instance 2 Instance n Web RoleFlash Client n Custom Caching SQL Azure Blob Storage Table Storage Azure Queues User Auth User & Logs Queue User Game Data Queue User Queue
  17. 17. Architecture: Current Windows AzureFlash Client 1 Web Role WCF Web WCF Web WCF Web Service Service ServiceFlash Client 2 Instance 1 Instance 2 Instance n Worker Role Worker RoleFlash Client n Mongo Mongo DB Memcached Mongo DB Memcached DB MemcachedAdmin Client Blob Storage Table Storage Azure Queues User User & Logs Queue User Game Data Queue User Queue
  18. 18. Architecture: Future? Windows AzureFlash Clients Worker Role Web Role Mongo WCF Web Service Mongo Phone & DB Instances Mongo DB Mobile DB Clients Worker Role Worker Role Real-time Memcached Memcached Services Memcached Admin Client Blob Storage Table Storage Azure Queues User User & Logs Queue User Game Data Queue User Queue

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