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AWS Summit Seoul 2015 - 일본 AWS 게임 고객사례 - Gungho, Grani, Nintendo를 중심으로

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2015년 4월 21일 서울 코엑스에서 열렸던 AWS Summit Seoul 2015의 세번째 트랙에서 Shinpei Ohtani 아마존 웹서비스 일본 솔루션스 아키텍트 총괄이 발표한 자료입니다.

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AWS Summit Seoul 2015 - 일본 AWS 게임 고객사례 - Gungho, Grani, Nintendo를 중심으로

  1. 1. Gaming on AWS in Japan Shinpei Ohtani (ohtani@amazon.co.jp) Amazon Data Services Japan Solutions Architect Manager
  2. 2. Agenda •  Introduction •  Typical story on using AWS for mobile gaming •  Mobile gaming architecture on AWS •  Use cases
  3. 3. Who  am  I? •  Shinpei  Ohtani(ohtani@amazon.co.jp) •  Work  for  Amazon  Data  Services  Japan –  2011  Feb  :  joined  as  Solutions  Architect –  2013  Jan  :  SA  Manager  for  entertainment  segment •  Publications  (in  Japanese)
  4. 4. AWS in Japan overview
  5. 5. We  have  20,000+  customers  in  Japan!
  6. 6. JAWS-­‐UG  =  Japan  AWS  User  Group   Since  2010  from  Tokyo  to  50  branches  at  2015  
  7. 7. The power of community : Cloud Design Pattern(CDP) •  AWS Cloud Design Patterns (CDP) are a collection of solutions and design patterns for using AWS technologies to solve common systems design problems. Design guide Implementation guide
  8. 8. CDP book in Korea!
  9. 9. Typical story on using AWS for gaming
  10. 10. Let’s build mobile game on AWS
  11. 11. What would we need for a mobile game? •  Fast development –  Light weight gaming –  Frequent releases •  Unexpected traffic •  No way to predict how much resources needed
  12. 12. Pain point : Infrastructure hinders you move faster •  Want to super focus on development •  Much less time after launch due to feature development and operation → Faster development, faster launch without infrastructure burden is critical for your success
  13. 13. Make it faster delivery with AWS ! •  More focus on develop, not infrastructure burden •  High peek traffic is covered by scale of AWS •  Leverage new and innovative technology on AWS platform as soon as you want to start
  14. 14. Mobile gaming architecture on AWS
  15. 15. What would you need for latest gaming infrastructure? •  Gaming core application •  Batch job capability •  Real-time communication capability
  16. 16. Mobile gaming architecture •  Start simple, keep it simple •  Golden pattern for gaming –  Multi-AZ –  VPC, EC2, RDS –  CloudFront, S3 –  Route53, ElastiCache •  AWS makes it much easier to build the architecture and operate
  17. 17. Mobile gaming architecture – scale! •  Just  scale  up  and  out •  Avoid  sharding  RDS  until   you  absolutely  need –  RDS    is  up  to  32  vCPU/ 244GB  Memory  as   r3.8xlarge!
  18. 18. Batch job on mobile gaming •  Put  heavy  &  non-‐‑‒user  related   jobs  into  worker  servers •  Batch  job  example: –  Image  resizing –  Push  notification –  Data  analytics
  19. 19. SQS + Worker pattern for asynchronous job •  Queue  service  in  the  cloud •  Highly  available  &  scalable •  Fully  managed •  Easy  to  use •  Make  your  app  loosely  coupled •  Job  queue  +  worker  is   common  pattern •  Scale  independently  with  SQS Amazon SQS Amazon Simple Queue Service (SQS)
  20. 20. Scalable mobile event notification by Amazon SNS •  Notification  service  in  the  cloud •  Highly  available  &  scalable •  Pay  only  what  you  use •  Easy  to  manage •  Send  millions  notifications  to   users  to  attract  your  game! •  Cross  mobile  platform •  Simplified  application  code Amazon Simple Notification Service (SNS)
  21. 21. Gaming data analysis by Amazon Redshift •  Data  warehouse  in  the  cloud •  Easy  to  use  with  SQL  capability •  Up  to  PB  scale •  Gaming  analysis  is  doable   without  any  heavy  investment   •  S3-‐‑‒Redshift  Integration Amazon Redshift
  22. 22. Real-time communication with WebSocket •  WebSocket  for  MMO  type  of   gaming •  Highly  available  WebSocket   server  is  tricky –  ELB  isnʼ’t  suitable  for  longer  time   connection •  Architecture –  API  servers  for  finding  available   WebSocket  instances –  WebSocket  servers  for  direct   connection  from  customers WebSocket serversAPI servers
  23. 23. Real-time communication with WebSocket •  NoSQL  service  in  the  cloud –  Highly  scalable,  highly   available,  high  performance •  Perfect  fit  to  store  and   manage  connection  state –  Scalable –  Write  consistency WebSocket serversAPI servers Amazon DynamoDB
  24. 24. Let’s put it all together! WebSocket servers API servers for WebSocket Data analysis Batch servers * this architecture is intended to illustration purpose only Game core servers(App/DB) Mobile push notification Contents and Logs
  25. 25. Gaming use cases in Japan
  26. 26. #1. Gaming platform : Nintendo •  What is Miiverse? –  Global communication service for Wii U and Nintendo 3DS –  Provide API for gaming developer to connect Miiverse in a game •  Requirements –  Scalable storage for user data –  Highly available and durable database –  Flexible network for communicating across geographically distributed locations mainly Japan, US, and Europe
  27. 27. Multi-Region and Multi-AZ architecture for Miiverse
  28. 28. Key takeaway from Miiverse •  Easier and flexible to add capacity with AWS –  C3/M3 latest instances are another game changer •  Leverage SDK and automate everything –  Automation make you focus on what matters most •  Technical support from AWS –  Solutions Architect and Enterprise Support –  Solve issues quickly as possible
  29. 29. Programmable infrastructure with AWS for massively scalable and flexible infrastructure AWS  SDK  for  various  language  and  platform IDE  build-‐‑‒in  support Eclipse Visual Studio CLI Powershell iOS Android Java Python PHP .NET Ruby Node.jsJavaScript Command  line  tool
  30. 30. #2. Browser based gaming : Grani •  Provide browser based gaming on top of AWS •  Migrated LAMP stack to Windows/IIS on EC2 –  Reduced significant servers (300-400 servers to about 100) •  Well use C# capability with AWS •  Stats –  100+ Windows Server 2012 instances without any issues –  MySQL RDS (r3.2xlarge to r3.8xlarge) –  Redis on EC2 (r3.2xlarge for master, r3.xlarge for slave) –  10,000 request/sec, 100 million PV/day
  31. 31. Grani browser gaming architecture VPC Autoscaling Group Redis on EC2 (Master-Slave) EC2 Windows CI, Deploy, Batch on EC2
  32. 32. Key takeaway from Grani •  Works pretty well on Windows/C# for their game •  RDS is critical differentiator for Grani –  Point In Time Recovery is critical feature –  R3.8xlarge is well adopted •  Simple architecture without any special treatment. •  Leverage AWS ISV partner such as NewRelic, Sumo Logic to make you free from heavy-lifting
  33. 33. #3. Mobile gaming : GungHo Online Entertainment •  Experienced gaming company for PC online game •  Why AWS for mobile gaming? –  Faster development, flexible on capacity •  Puzzle and Dragons, biggest title since 2012 –  30 million+ downloads
  34. 34. Gungho mobile gaming architecture VPC Redshift
  35. 35. Key takeaway from Gungho •  “We can accept 30 million users without any need of special treatment. Just do regular optimizations and operations.” •  Enterprise Support is critical for their success. –  24/365 operations, 15 minute first contact response –  Monthly usage report –  Cost optimization proposal
  36. 36. #4. Automation : Bandai Namco Studio •  Provided mobile gaming “Drift Spiritz” •  Want to easily deploy both testing and production •  Choose AWS for OpsWorks? –  Easy and fully automated deployment –  Time-based scaling reduces unnecessary compute –  Load-based scaling lets you flexible autoscaling –  Ultimately focus on development the game, not managing infrastructure with fewer developers
  37. 37. Bandai Namco mobile gaming architecture
  38. 38. Closing remarks
  39. 39. Closing Remarks •  Gaming customers well adopted AWS platform –  Simple but powerful architecture applied •  The power of AWS platform make you move much faster –  AWS services, automation, technical support from AWS •  AWS fully managed services change their way of adopting new technologies –  RDS, ElastiCache, SQS, Redshift, DynamoDB as name of few
  40. 40. Start your journey from today!
  41. 41. AWS SUMMIT SEOUL

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