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Customer Presentaion-LittleBigPlanet: Taking an Idea to Market Using AWS

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Slides from a customer presentation at the 'Powering games with Amazon Web Services' event in London.

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Customer Presentaion-LittleBigPlanet: Taking an Idea to Market Using AWS

  1. 1. Hello <ul><li>Gavin Sandie </li></ul>
  2. 2. Single ops, single dev <ul><li>6 million levels </li></ul><ul><li>10.8 million registered players </li></ul>
  3. 4. JAVA + ORACLE
  4. 5.
  5. 6. Deployment: 4 teams
  6. 7. Load testing: 3 teams
  7. 8. Support: 3 teams
  8. 9. Server Development: 1 team! 
  9. 10. System mostly “worked”
  10. 11. Problems?
  11. 12. Scalability
  12. 13. Barriers to change
  13. 14. Complexity
  14. 17. Rewrite
  15. 18.
  16. 19. AWS
  17. 20. AWS <ul><li>S3 was very appealing </li></ul>
  18. 21. Rewrite
  19. 22. Rewrite <ul><li>C++ and Ruby </li></ul>
  20. 23. AlexDB – K-V Store
  21. 24. EBS and S3 for writelogs
  22. 25. Fast resource serving (via S3 and haystacks)
  23. 26.
  24. 27. Telemetry events in SQS
  25. 28. Ruby
  26. 29. Business logic
  27. 30. Webapp framework
  28. 31. and S3
  29. 32. Infrastructure
  30. 33. Provisioning
  31. 34. Deployment
  32. 35. Deployment <ul><li>Simple DSL </li></ul><ul><li>Single line commands </li></ul>
  33. 36. <ul><li>PROVISION </li></ul><ul><li>$ ./provision production </li></ul>BUILD + DEPLOY $ ./build.sh $ switch_env production $ ./deploy 1234 BUILD + DEPLOY $ ./build.sh $ switch_env production $ ./deploy 1234
  34. 37. Configuration management
  35. 38. Non-blocking architecture
  36. 39. Simple RPC-like protocol
  37. 40. What did we learn/discover?
  38. 41. Large env – one small team
  39. 42. Deploy / Load testing Support / Development
  40. 43. On demand testing envs
  41. 44. On demand testing envs <ul><li>Uses the same code as production envs </li></ul>
  42. 45. Load testing is hard
  43. 46. Tools/code reuse
  44. 47. Tools/code reuse <ul><li>Tools should work with real hardware as well as virtual </li></ul>
  45. 48. 6 Million levels (and rising...)
  46. 49. Concurrent players (max) 20k / 30k / 80k all time peak
  47. 50. 1Tb data transfer per day
  48. 51. 3 billion k/v pairs stored
  49. 52. 3000 req/second (all-time peak: 20krps)
  50. 53. Focused
  51. 54. Communications
  52. 55. Thanks

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