Your SlideShare is downloading. ×
Lessons Learned and Best Practices for Game Development in the Cloud
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Lessons Learned and Best Practices for Game Development in the Cloud

229
views

Published on

Game developers need to spend their time building new games and features, not managing infrastructure. Meteor Entertainment has learned how-to minimize the time they spend managing infrastructure by …

Game developers need to spend their time building new games and features, not managing infrastructure. Meteor Entertainment has learned how-to minimize the time they spend managing infrastructure by automating deployments, monitoring systems through log analysis, and by making their data tier easy to scale. Attend this session to hear all about Meteor’s best-practices.

Published in: Technology, Business

2 Comments
1 Like
Statistics
Notes
No Downloads
Views
Total Views
229
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
6
Comments
2
Likes
1
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide
  • timing. when I was brought on, we had 345 days and no infrastructure
  • Transcript

    • 1. LESSONS LEARNED
    • 2. LESSONS LEARNEDand best practices for game developersin the cloud.@sarahnovotny
    • 3. INTRODUCTION TOwe do video game transmedia
    • 4. TRANSMEDIAtransmedia is thetechnique of telling asingle story or storyexperience acrossmultiple platforms andformats using currentdigital technologies.
    • 5. WHY THE CLOUDS?or more specifically, why ?
    • 6. flickr @nishanthjois
    • 7. BUSINESS CONSTRAINTS->ARCHITECTURAL CONSTRAINTS(no really, they’re helpful)
    • 8. FREE TO PLAYanyone can playnot everyone will paycan’t be viewed as P2W
    • 9. GAME SERVERephemeralautomatedinstrumentedcheap
    • 10. BUZZWORD COMPLIANTcloudon demand resourcesAPI driven$0 capital investment
    • 11. WHAT HAVE WELEARNED?robots and automation FTW!
    • 12. Availability Zone #1www.playhawken.comSecurity GroupRoot VolumeData VolumeElastic Load BalancerWebserver InstancesWeb AppServerSecurity GroupProxy InstancesDynamo BackendElastic IP3rd PartyServices
    • 13. Availability Zone #1HAWKEN game playGame ServerInstancesDynamo BackendAvailability Zone #2S3 BucketGame Client DistributionGame ServiceInstances
    • 14. THINK IN TERMS OF FLEETSone server is useful. a fleet of them is a product.
    • 15. SCALING UP IS EASY
    • 16. SCALING DOWN IS HARD
    • 17. BUILD AWARENESSapplicationautomation
    • 18. LOCATION
    • 19. APIS OFFER ERROR CODES200 OK201 Created202 Accepted204 No Content304 Not Modified400 Bad Request403 ForbiddenCHECKTHEM
    • 20. PLAN FOR THE
    • 21. ASYNCHRONICITYdon’t assume the data you’ve just sent is where you’ll retrieve it
    • 22. CULTURElegacy thinkingeducationeducationeducationengineering leadershippatienceBIZDEVCLOUDDEVhere bedragons
    • 23. COMPLEXITY KILLSnot too hotnot too coldjust right
    • 24. I’M @sarahnovotny& YES, I’M HIRING
    • 25. We are sincerely eager tohear your feedback on thispresentation and on re:Invent.Please fill out an evaluationform when you have achance.

    ×