A deep dive into the guts of running a low-latency multiplayer game on a global scale using Amazon Web Services. You’ll get the details on how the Top 10 F2P shooter Loadout was launched on both PC and PS4 and how PlayFab’s complete backend and live game operations platform is architected to handle the scale these kind of games demand. Delivered on July 7 at the AWS Loft in San Francisco.
With PlayFab it’s like getting a visit from the game operations fairy. Only PlayFab can deliver the speed and agility you demand for your game development and live game operations. Isn’t it time to stop reinventing the wheel and get a complete game operations platform for your game?
* How to use PlayFab to get all the benefits of a working backend from day one of your development. This includes cross platform player authentication, virtual economy, matchmaking and more.
* How to manage and optimize your game post launch to improve conversion, retention and revenue out of the box with the PlayFab game management tools.
Hyper-casual 2.0. Is hyper-casual dead? What we can tell based on the data?GameCamp
What changes do we see in hyper-casual space? What changes in user's behaviour, mechanics of games? In which countries it is dead already, in which countries is it booming?
Slides zur Präsentation von Roger Bösch, Citrix, am Citrix Day 2014 von Digicomp:
XenDesktop ist Marktführer im Bereich Desktop-Virtualisierung und liefert die einzige Komplettlösung zur Mobilisierung von Windows-Anwendungen und -Desktops für beliebige Anwendungsfälle. Sie lernen die Neuerungen der aktuellen Version aus technischer Sicht kennen, erhalten Tipps und Tricks und weitere Informationen darüber, was Citrix Workspace Suite zu bieten hat.
According to Google, SRE is what you get when you treat operations as if it’s a software problem. In this video, I briefly explain what is and isn't toil, how to identify, measure and eliminate them.
Youtube channel here: https://youtu.be/EgpCw15fIK8
With PlayFab it’s like getting a visit from the game operations fairy. Only PlayFab can deliver the speed and agility you demand for your game development and live game operations. Isn’t it time to stop reinventing the wheel and get a complete game operations platform for your game?
* How to use PlayFab to get all the benefits of a working backend from day one of your development. This includes cross platform player authentication, virtual economy, matchmaking and more.
* How to manage and optimize your game post launch to improve conversion, retention and revenue out of the box with the PlayFab game management tools.
Hyper-casual 2.0. Is hyper-casual dead? What we can tell based on the data?GameCamp
What changes do we see in hyper-casual space? What changes in user's behaviour, mechanics of games? In which countries it is dead already, in which countries is it booming?
Slides zur Präsentation von Roger Bösch, Citrix, am Citrix Day 2014 von Digicomp:
XenDesktop ist Marktführer im Bereich Desktop-Virtualisierung und liefert die einzige Komplettlösung zur Mobilisierung von Windows-Anwendungen und -Desktops für beliebige Anwendungsfälle. Sie lernen die Neuerungen der aktuellen Version aus technischer Sicht kennen, erhalten Tipps und Tricks und weitere Informationen darüber, was Citrix Workspace Suite zu bieten hat.
According to Google, SRE is what you get when you treat operations as if it’s a software problem. In this video, I briefly explain what is and isn't toil, how to identify, measure and eliminate them.
Youtube channel here: https://youtu.be/EgpCw15fIK8
Hpe Data Protector troubleshooting guideAndrey Karpov
How to troubleshoot
To solve problems quickly and efficiently:
1.Make yourself familiar with the general troubleshooting information.
2.Check if your problem is described in the HPE Data Protector Help file or the troubleshooting sections of applicable guides:
To troubleshoot installation and upgrade, see the HPE Data Protector Installation Guide.
To troubleshoot application integration sessions, see the HPE Data Protector Integration Guide.
To troubleshoot zero downtime backup and instant recovery, see the HPE Data Protector Zero Downtime Backup Administrator's Guide and HPE Data Protector Zero Downtime Backup Integration Guide.
To troubleshoot disaster recovery, see the HPE Data Protector Disaster Recovery Guide.
Preparing your enteprise for Hybrid AD Join and Conditional AccessJason Condo
In the presentation learn what you need to do in AD FS, Active Directory, and Azure Active Directory to leverage domain joined machines in conditional access policies to O365 services.
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
Whole way of developing and maintaining an LTV model for Crazy Panda game starting from the very rough extrapolation models at the soft launch to more accurate user-based Machine Learning models for mature products. Moreover, we will peek into the main obstacles on our way and how to overcome them. How is LTV calculation different for new games at soft launch phase vs mature products?
- Presentation run during on of GameCamp webinars; http://www.gamecamp.io/events/understanding-prediction-ltv/
- All GameCamp webinars: http://www.gamecamp.io/events/
Safety-Certifying Open Source Software: The Case of the Xen HypervisorStefano Stabellini
Safety is important to software everywhere human lives are at risk. In these environments often safety-certifications are required to ensure that the quality of the software is high enough to minimize the risk of harm to humans. Safety-certifications such as ISO 26262 come with a series of requirements and processes that sometimes clash with well-established Open Source software development practices. How do we reconcile safety-certifications with Open Source? This presentation will provide an answer to that question. Taking Xen as an example of an Open Source project with a rich 15+ years history, this presentation will explain the best way to match Open Source activities with safety-certification requirements. It will discuss the role of the upstream community and downstream vendors in achieving compliance with ISO 26262 and IEC 61508. It will go through the changes to Xen Project processes already underway and the ones planned for the future to align the Xen hypervisor with safety-certifications. The talk will cover MISRA, traceability, testing, etc., and the latest updates from the Xen FuSa working group.
Management tools and techniques for controlling, customizing, and managing your VMware ESXi infrastructure without the use of the Linux-based Service Console.
** Edureka Certification Training: https://www.edureka.co **
This Edureka "VMware Tutorial for Beginners” video will give you a thorough and insightful overview of Virtualization and help you understand other related terms that revolve around VMware and Virtualization. Following are the offering of this video:
1. What is VMware?
2. What is Virtualization?
3. Types Of Virtualization
4. What Is Hypervisor?
5. Hypervisor Types
6. Demo- Creating a VM using VMware Workstation Player
VMware terminology can be confusing
this presentation tries to clarify some names and analyze vRealize Operations in-depth.
Check my books about VMware products at https://beacons.ai/tagido
This presentation walks through the Security and Compliance functionality to customers leveraging Azure as a compute environment. It includes deep-dive references to detailed information on each topic presented.
GameDay - Achieving resilience through Chaos EngineeringDiUS
http://dius.com.au/resources/game-day/
Agility has brought us iterative software development, independent feature teams, nimble architectures and distributed, scalable infrastructure. But how do you maintain confidence in these systems in the face of this emergent complexity and fast paced change? The answer is to anticipate and practice failure!
In this session we explore GameDays, a collaborative exercise where teams safely introduce chaos into their systems, in order to make them better.
(GAM403) From 0 to 60 Million Player Hours in 400B Star SystemsAmazon Web Services
Elite Dangerous is a Kickstarter-backed, massive-scale space MMO by Frontier Games. With no prior experience with AWS, Frontier have used EC2, S3, RDS, DynamoDB, Elasticache, and CloudFormation to deploy a cross-platform PC & Console MMO experience that is sold and distributed worldwide. Every action made by each of the 825,000 (and counting) Elite Dangerous players drives the combined game's story forward, and impacts a live galactic commodities market running on EC2 and RDS in real-time. Frontier uses Elite Dangerous is a Kickstarter-backed, massive-scale space MMO by Frontier Games. With no prior experience with AWS, Frontier have used EC2, S3, RDS, DynamoDB, Elasticache, and CloudFormation to deploy a cross-platform PC & Console MMO experience that is sold and distributed worldwide. Every action made by each of the 825,000 (and counting) Elite Dangerous players drives the combined game's story forward, and impacts a live galactic commodities market running on EC2 and RDS in real-time. Frontier uses AWS to create a simulation of the entire 400 billion star systems of the Milky Way galaxy using physics engines running on Amazon EC2. Finally, learn how Elite distributes updates and DLC to game clients using Amazon S3 and Amazon CloudFront.to create a simulation of the entire 400 billion star systems of the Milky Way galaxy using physics engines running on Amazon EC2. Finally, learn how Elite distributes updates and DLC to game clients using Amazon S3 and Amazon CloudFront.
Developing a successful mobile game today is about more than just the game: Users expect backend services like user authentication, downloadable content, and social features. Using our AWS Mobile SDK for iOS and Android, it’s easier than ever to build a game with these services. This session will provide a step-by-step approach to add features to your game such as user identity management, dynamic content updates, cross-platform data sync, and more. We’ll demonstrate how to use the AWS Mobile SDK to securely interact with services such as Cognito, DynamoDB, S3, and EC2. Finally, we’ll provide a few common architecture patterns and scalability tips for AWS game backends.
Hpe Data Protector troubleshooting guideAndrey Karpov
How to troubleshoot
To solve problems quickly and efficiently:
1.Make yourself familiar with the general troubleshooting information.
2.Check if your problem is described in the HPE Data Protector Help file or the troubleshooting sections of applicable guides:
To troubleshoot installation and upgrade, see the HPE Data Protector Installation Guide.
To troubleshoot application integration sessions, see the HPE Data Protector Integration Guide.
To troubleshoot zero downtime backup and instant recovery, see the HPE Data Protector Zero Downtime Backup Administrator's Guide and HPE Data Protector Zero Downtime Backup Integration Guide.
To troubleshoot disaster recovery, see the HPE Data Protector Disaster Recovery Guide.
Preparing your enteprise for Hybrid AD Join and Conditional AccessJason Condo
In the presentation learn what you need to do in AD FS, Active Directory, and Azure Active Directory to leverage domain joined machines in conditional access policies to O365 services.
Developing an effective LTV model at the soft launch and keeping it valid fur...GameCamp
Whole way of developing and maintaining an LTV model for Crazy Panda game starting from the very rough extrapolation models at the soft launch to more accurate user-based Machine Learning models for mature products. Moreover, we will peek into the main obstacles on our way and how to overcome them. How is LTV calculation different for new games at soft launch phase vs mature products?
- Presentation run during on of GameCamp webinars; http://www.gamecamp.io/events/understanding-prediction-ltv/
- All GameCamp webinars: http://www.gamecamp.io/events/
Safety-Certifying Open Source Software: The Case of the Xen HypervisorStefano Stabellini
Safety is important to software everywhere human lives are at risk. In these environments often safety-certifications are required to ensure that the quality of the software is high enough to minimize the risk of harm to humans. Safety-certifications such as ISO 26262 come with a series of requirements and processes that sometimes clash with well-established Open Source software development practices. How do we reconcile safety-certifications with Open Source? This presentation will provide an answer to that question. Taking Xen as an example of an Open Source project with a rich 15+ years history, this presentation will explain the best way to match Open Source activities with safety-certification requirements. It will discuss the role of the upstream community and downstream vendors in achieving compliance with ISO 26262 and IEC 61508. It will go through the changes to Xen Project processes already underway and the ones planned for the future to align the Xen hypervisor with safety-certifications. The talk will cover MISRA, traceability, testing, etc., and the latest updates from the Xen FuSa working group.
Management tools and techniques for controlling, customizing, and managing your VMware ESXi infrastructure without the use of the Linux-based Service Console.
** Edureka Certification Training: https://www.edureka.co **
This Edureka "VMware Tutorial for Beginners” video will give you a thorough and insightful overview of Virtualization and help you understand other related terms that revolve around VMware and Virtualization. Following are the offering of this video:
1. What is VMware?
2. What is Virtualization?
3. Types Of Virtualization
4. What Is Hypervisor?
5. Hypervisor Types
6. Demo- Creating a VM using VMware Workstation Player
VMware terminology can be confusing
this presentation tries to clarify some names and analyze vRealize Operations in-depth.
Check my books about VMware products at https://beacons.ai/tagido
This presentation walks through the Security and Compliance functionality to customers leveraging Azure as a compute environment. It includes deep-dive references to detailed information on each topic presented.
GameDay - Achieving resilience through Chaos EngineeringDiUS
http://dius.com.au/resources/game-day/
Agility has brought us iterative software development, independent feature teams, nimble architectures and distributed, scalable infrastructure. But how do you maintain confidence in these systems in the face of this emergent complexity and fast paced change? The answer is to anticipate and practice failure!
In this session we explore GameDays, a collaborative exercise where teams safely introduce chaos into their systems, in order to make them better.
(GAM403) From 0 to 60 Million Player Hours in 400B Star SystemsAmazon Web Services
Elite Dangerous is a Kickstarter-backed, massive-scale space MMO by Frontier Games. With no prior experience with AWS, Frontier have used EC2, S3, RDS, DynamoDB, Elasticache, and CloudFormation to deploy a cross-platform PC & Console MMO experience that is sold and distributed worldwide. Every action made by each of the 825,000 (and counting) Elite Dangerous players drives the combined game's story forward, and impacts a live galactic commodities market running on EC2 and RDS in real-time. Frontier uses Elite Dangerous is a Kickstarter-backed, massive-scale space MMO by Frontier Games. With no prior experience with AWS, Frontier have used EC2, S3, RDS, DynamoDB, Elasticache, and CloudFormation to deploy a cross-platform PC & Console MMO experience that is sold and distributed worldwide. Every action made by each of the 825,000 (and counting) Elite Dangerous players drives the combined game's story forward, and impacts a live galactic commodities market running on EC2 and RDS in real-time. Frontier uses AWS to create a simulation of the entire 400 billion star systems of the Milky Way galaxy using physics engines running on Amazon EC2. Finally, learn how Elite distributes updates and DLC to game clients using Amazon S3 and Amazon CloudFront.to create a simulation of the entire 400 billion star systems of the Milky Way galaxy using physics engines running on Amazon EC2. Finally, learn how Elite distributes updates and DLC to game clients using Amazon S3 and Amazon CloudFront.
Developing a successful mobile game today is about more than just the game: Users expect backend services like user authentication, downloadable content, and social features. Using our AWS Mobile SDK for iOS and Android, it’s easier than ever to build a game with these services. This session will provide a step-by-step approach to add features to your game such as user identity management, dynamic content updates, cross-platform data sync, and more. We’ll demonstrate how to use the AWS Mobile SDK to securely interact with services such as Cognito, DynamoDB, S3, and EC2. Finally, we’ll provide a few common architecture patterns and scalability tips for AWS game backends.
Deploying a Low-Latency Multiplayer Game Globally: Loadout Amazon Web Services
This is a deep-dive straight into the guts of running a low-latency multiplayer game, such as a first-person shooter, on a global scale. We dive into architectures that enable you to split apart your back-end APIs from your game servers, and Auto Scale them independently. See how to run game servers in multiple AWS regions such as China and Frankfurt, and integrate them with your central game stack. We’ll even demo this in action, using AWS CloudFormation and Chef to deploy Unreal Engine game servers.
Cloud-powered Cross-platform Mobile Apps on AWSDanilo Poccia
We’ll see with a real application how to use AWS Mobile Services & SDK to focus the development your mobile app on the unique features of your implementation, using high level services such as Amazon Cognito (for identity and data synchronization across devices), Amazon SNS (for Mobile Push notifications), Amazon Mobile Analytics (to understand your users), Amazon S3 (for object storage), Amazon DynamoDB (for low-latency NoSQL database), or Amazon Kinesis (for data streaming) directly from the device, optimizing performance and costs of the solution.
Commander's Intent: Managing Through UncertaintyJames Gwertzman
What do game studios have in common with special forces? They both depend on empowering creative individuals to take initiative and make autonomous decisions, often under stress and uncertainty, while staying aligned with overall goals of an organization. Elite military organizations have been explicitly training their leaders how to do this for over a century whereas game studio leaders rarely, if ever, get formal training in effective delegation. It’s time to change that!
Cloud Script is custom logic written in JavaScript and hosted in the PlayFab service. Games can use this to have server-authoritative logic without the hassles and expense of creating and hosting a full game server. Cloud Script has full access to the PlayFab Server API methods. It enables adding a huge range of game specific features to your title, including ways to do things like granting player rewards, running validation checks to help prevent cheating, or computing the outcome of interactions between players, so that a hacked client can't cheat others (or you). In this webinar we will take a deeper dive into Cloud Script to learn how to extend your game.
Integration Testing as Validation and MonitoringMelissa Benua
In the world of software-as-a-service, just about anyone with a laptop and an Internet connection can spin up their very own cloud-based web service. Software startups, in particular, are often big on ideas but small on staff. This makes streamlining the traditional develop-test-integrate-deploy-monitor pipeline critically important. Melissa Benua says that an effective way to accomplish this is to reduce the number of different test suites that verify many of the same things for each stage. Melissa explains how teams can avoid this by authoring the right set of tests and using the right frameworks. Drawing on lessons learned in companies both large and small, Melissa shows how teams can drastically slash time spent developing automation, verifying builds for release, and monitoring code in production—without sacrificing availability or reliability.
Online games have suffered from some high-profile failures recently. This talk from 2013 looks at some of the root causes and the need for better tools now that games are now effectively high-performance transaction systems.
AWS offers a comprehensive suite of products and services for video game developers across every major platform.. From AAA console and PC games, to educational and serious games, AWS provides the back end servers and hosting services for your game studio. Build, deploy, distribute, analyze and monetize with AWS. Pay as you go, and only pay for what you use. Focus on your game, not your infrastructure. Join this session to learn more about how games studios and operators use the AWS cloud to support their titles. We will also dive deep into the recently announced Amazon Lumberyard and Gamelift services and explore the technical features of these services and the resources available to help game developers get started building their next creations with on AWS.
Connecting Your Customers – Building Successful Mobile Games through the Powe...Amazon Web Services
Free to play is now the standard for mobile and social games. But succeeding in free-to-play is not easy: You need in-depth data analytics to gain insight into your players so you can monetize your game. Learn how to leverage new features of AWS services such as Elastic MapReduce, Amazon S3, Kinesis, and Redshift to build an end-to-end analytics pipeline. Plus, we’ll show you how to easily integrate analytics with other AWS services in your game.
AWS re:Invent 2016: AWS Customers Saving Lives with Mobile and IoT Technology...Amazon Web Services
Join us for a compelling session to learn how technological innovation can save lives. Hear from a customer that uses AWS very differently and has the ability to move rapidly to address pressing societal problems with the aid of AWS. Learn how mobile and IoT technology allows them to scale and accelerate their impact. Speakers talk about why they selected specific AWS services, and how that allowed their teams to be agile and focus more on their solutions instead of undifferentiated plumbing. The ShotSpotter Flex gunfire data service uses acoustic sensors to detect gunshots in the field. Data is then transmitted to the AWS Cloud, and further processed to validate signatures and, if necessary, alert emergency dispatch teams.
Building the pipeline for FUN - Game DevelopmentFaunaFace, Inc
Don't just build a game that you think is going to be FUN. Before start building a game that is supposed to be fun. Make sure you have a pipeline for FUN.
Here in my presentation I gave at PGC-London-2016, I talk about the Four keys elements of your FUN pipeline, that helps you build games that you and your players think will be FUN.
Four Key elements:
- Your FUN pipeline has three elements : Team/Tools, Game , Players
- Your FUN pipeline starts and ends with your [Customer/Mkt]
- Your FUN pipeline has two sides [Pyramid & Funnel]
- Your FUN pipeline is built Iteratively [Build, Share, Measure, Refine]
Make sure you are not just building a game, you might end up with a game that only you think might be FUN!
The Future is Operations: Why Mobile Games Need BackendsJames Gwertzman
The future of mobile gaming is in operations. It’s not enough to just have great gameplay — that’s table stakes now. Winning games need to be able to engage their players long after launch and keep them coming back for more. To do that you need a great live operations strategy and the backend tools to execute it. And while it used to be that if you wanted a backend for your game, you had to build it yourself, companies like PlayFab and others are now making it easy for everyone.
(GAM402) Deploying a Low-Latency Multiplayer Game Globally: Loadout | AWS re:...Amazon Web Services
This is a deep-dive straight into the guts of running a low-latency multiplayer game, such as a first-person shooter, on a global scale. We dive into architectures that enable you to split apart your back-end APIs from your game servers, and Auto Scale them independently. See how to run game servers in multiple AWS regions such as China and Frankfurt, and integrate them with your central game stack. We'll even demo this in action, using AWS CloudFormation and Chef to deploy Unreal Engine game servers. In the second half, hear from PlayFab, who built the backend for the Top-10 free-to-play PC shooter Loadout. PlayFab reveals details about their architecture, including AWS Elastic Beanstalk setup, Amazon DynamoDB and Amazon RDS patterns, data sharding, and use of multiple Availability Zones. Finally, PlayFab highlights challenges they faced when deploying to AWS China, and how they solved them.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
Amazon Lumberyard is a free, cross-platform, 3D game engine for you to create the highest-quality games, connect your games to the vast compute and storage of the AWS Cloud, and engage fans on Twitch. Amazon GameLift, a managed service for deploying, operating, and scaling session-based multiplayer games, reduces the time required to build a multiplayer backend from thousands of hours to just minutes. Available for developers using Amazon Lumberyard, Amazon GameLift is built on AWS’s highly available cloud infrastructure and allows you to quickly scale high-performance game servers up and down to meet player demand – without any additional engineering effort or upfront costs.
Continuous Integration as a Way of LifeMelissa Benua
Continuous integration (CI) is a buzzword in software development today. We know it means “run lots of builds,” but having a continuous integration pipeline opens up opportunities well beyond making sure your team's code compiles. What if this pipeline could improve everything from the quality of code reviews to how often and safely you deploy to production and how you monitor your product in the wild? What if CI could provide insights into how automated tests are performing and how to improve them? Melissa Benua describes how to set up a basic CI infrastructure and then transform it into a way of life for development and test teams. Using free or nearly free tools, Melissa walks through a practical approach to making sure your code works—all the time and at every stage of the release train. Come away with practical advice for creating builds and running automation on the fly without spending hundreds of hours or thousands of dollars.
(GAM404) Hunting Monsters in a Low-Latency Multiplayer Game on EC2Amazon Web Services
Hear how Turtle Rock launched Evolve, their fast-paced mercenary-vs-monster first-person shooter (FPS), to millions of players using AWS regions around the globe. Turtle Rock provides an in-depth view into Evolve's architecture on AWS, including both their Amazon EC2 and Elastic Load Balancing web API stack, as well as their Crytek-based UDP game servers. Hear how they used Amazon VPC subnets, along with an RDS MySQL based server registration service, to balance players across Availability Zones and regions. Learn about Turtle Rock's innovative game server scaling logic, which maintains a pool of game server capacity while keeping costs in check. Finally, see Evolve’s Graphite and Grafa monitoring setup, which provides player count and server health status across their worldwide fleet.
GDC 2015 - Low-latency Multiplayer Gaming with AWS Nate Wiger
Learn the challenges involved with deploying a low-latency multiplayer game globally, and how to overcome them with AWS. Based on real-world experiences from myself and other game developers deploying online games with tens of thousands of players.
AWS re:Invent 2016| GAM303 | Develop Games Using Lumberyard and Leverage AWS ...Amazon Web Services
This session focuses on the cloud-connected features of Amazon Lumberyard. We introduce Amazon GameLift core concepts, complete a step-by-step walkthrough of deploying a multiplayer game to the cloud, and demonstrate how to rapidly scale a game based on player demand. We also cover Amazon Lumberyard’s Cloud Canvas, which empowers developers to leverage services such as databases, data storage, and methods to execute game logic within AWS without needing to configure or maintain servers. Finally we discuss integrating Twitch to your Lumberyard game with Twitch ChatPlay and JoinIn.
게임을 위한 아마존웹서비스(AWS)
AWS 클라우드 서비스는 Gaming Life Cycle 을 도울 수 있는 다양한 서비스가 포함되어 있습니다. AWS 에서 게임 고객 분들에게 더 나은 솔루션을 제공하며, 글로벌 인프라스트럭처, 게임 분석, 관리형 백엔드 서비스와 인공지능 서비스 등 AWS와 게임 비지니스를 같이 하는 가치와 이유를 전체적으로 알아봅니다.
Designing a pragmatic back-end service for mobile gamesiFunFactory Inc.
For competition in the mobile gaming industry getting fierce, mobile game developers now face tough challenges including handling a different service landscape and working on a tight time budget. These obstacles lead the developers to seek handy solutions to abstract away development complexity and to reduce overall development cycle. This talk will focus especially on the back-end side of mobile game services. It will first review issues in mobile game services, then highlight the requirements of back-end services for the services. Finally, the talk will propose a vertically-integrated back-end platform.
(GAM301) Real-Time Game Analytics with Amazon Kinesis, Amazon Redshift, and A...Amazon Web Services
Success in free-to-play gaming requires knowing what your players love most. The faster you can respond to players' behavior, the better your chances of success. Learn how mobile game company GREE, with over 150 million users worldwide, built a real-time analytics pipeline for their games using Amazon Kinesis, Amazon Redshift, and Amazon DynamoDB. They walk through their analytics architecture, the choices they made, the challenges they overcame, and the benefits they gained. Also hear how GREE migrated to the new system while keeping their games running and collecting metrics.
(GAM303) Beyond Game Servers: Load Testing, Rendering, and Cloud Gaming | AWS...Amazon Web Services
In this session, we go beyond online game servers, to explore other areas where AWS can benefit your game. First, we dive into using AWS to perform load testing of your game. We present architecture patterns, what makes a good load test, and real-world example scenarios. We then highlight emerging trends with cloud rendering, and show how you can integrate Amazon EC2 GPU-based instances into your game workflow. Finally, hear from Playcast, who brought their Cloud Gaming service to new players worldwide, by leveraging the G2 EC2 instance. Playcast share how they architected their streaming service to best leverage the cloud, things they learned, and demo their service streaming games from AWS.
Gam301 Real-Time Game Analytics with Amazon Redshift, Amazon Kinesis, and Ama...Amazon Web Services Korea
지난 2월 26일 있었던 AWS 정윤진 솔루션스 아키텍트의 "성공적인 게임 개발을 위한 비밀의 레시피" 네 번째 강연에서 쓰인 발표자료입니다. Amazon Redshift, Kinesis, DynamoDB 등을 활용해 게임 내 사용자 행동패턴 등을 실시간으로 분석하는 방법에 대한 내용입니다.
AWS Webcast - Database in the Cloud Series - Scalable Games and Analytics wit...Amazon Web Services
Discover how mobile, AAA, and MMO game companies are leveraging Amazon Web Services to build cost-effective and scalable games.
In this session we will show you how to:
• Build leaderboards that can scale to very high user counts using DynamoDB and ElastiCache
• Host low-latency online game servers on the new network-enhanced C3 instance
• Stream game telemetry to the cloud in real-time using Kinesis
• Analyze player data with Redshift and Elastic MapReduce
Modern Data Stack for Game Analytics / Dmitry Anoshin (Microsoft Gaming, The ...DevGAMM Conference
Talk will cover the journey of data platform design and implement for game analytics industry. I will tell about modern data stack. What tools and approaches are available on the market and how leading game companies engineer the data analytics solution and make better games with data insights.
GAM303_Migrating Battleborn and the Spark Platform to Amazon GameLift for Mul...Amazon Web Services
Learn how Gearbox integrated Amazon GameLift into "Spark", the cloud-ready infrastructure that powers all of their games. In this session, Gearbox talks about the mental shifts they had to make when moving their games online, as well as the unexpected challenges. Gearbox also dives deep into their experience of integrating the Amazon GameLift Server SDK, running multiple processes with different parameters, asynchronous build deployment, global fleet management, load balancing, and scaling to meet unexpected player demand. You'll learn Amazon GameLift best practices that can help simplify game session management, reduce engineering overhead, and optimize for player experience.
Writing a Fullstack Application with Javascript - Remote media playerTikal Knowledge
Writing apps should be fun. This is a statement I try to keep in mind when approaching any application development. When I first realized that a full stack of Javascript can be used to create an application I was very happy, since for me coding in Javascript is a lot of fun. I was soon quite eager to neglect the traditional Java server-side + Javascript client, giving up the Java server side "bliss" and the constant context switching, in favor of a full stack of Javascript whenever I could.
For the past 2+ years I have been developing a variety of applications using a pure JS stack: Games, Forex trading middleware, CRM, CMS, sophisticated proxies, and various utilities. I must admit my productivity has increased dramatically and the time-to-market of each and every project was a fraction of what it would have been using traditional Java based server side infra-structure.
On October 29th 2013 I gave a talk at the "Javascript.everywhere" meetup event, in which I presented the development route of Youtube Remote Control Application with a "slave" player using Javascript stack all over (NodeJS, Socket.IO, ExpressJS, AngularJS, MongoDB). I'm pleased to share the presentation
- See more at: http://www.tikalk.com/js/writing-fullstack-application-javascript#sthash.IjFNbQJ2.dpuf
Brand Analytics Management: Measuring CLV Across Platforms, Devices and AppsTreasure Data, Inc.
Gaming companies with multiple products often struggle to calculate accurate Customer Lifetime Value (CLTV) across their portfolio. This is because user data is often analyzed in silos so companies are unable to get a clear picture of ROI and CLTV across platforms, devices and apps.
In this webinar we’ll look at how you can apply a holistic and complete approach to your CLTV and ROI through the lens of gaming companies, though this technique is applicable for any company who has products spanning platforms.
We’ll also explore:
How the integral power of data in business has shifted over the past 10 years.
Discover the current technologies and processes used to analyze data across different platforms by combining multiple data streams, looking at examples in brand and portfolio-based LTV.
How to process and centralize dozens of varying data streams.
Nicolas Nadeau will speak from his extensive experience and show how leveraging data from multiple product strategies spanning many platforms can be highly beneficial for your company.
Similar to Behind the Scenes: Deploying a Low-Latency Multiplayer Game Globally (20)
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
Launching a great F2P game isn’t enough these days to win. You need a great live operations strategy as well — and the tools to execute it. We’ll talk about how to build our your operations plan and then take a deep dive into one key component: in-game events.
Technical Disruption and a New Golden Era of GamesJames Gwertzman
Faced with technical disruption, games companies are poised to return to what they do best: focus on high-quality gameplay and entertainment. Speech delivered at the Opening Summit of the International Games Week on April 21, 2015.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Slides from a GDC 2013 talk on how PopCap achieved success in China with a local adapation of Plants vs. Zombies -- and general advice for any western company considering entry into the Chinese market.
Social Games in China - The New Import/Export Business!James Gwertzman
Slides from a GDC 2010 talk on social games in China.
For years, game developers in China and the US seemed to be speaking two different languages (literally!). Top games in China were online, intensely social, based on a free-to-play micro-transaction model, and had low budgets and low production value. Top games in North America, by comparison, were single-player, often console-based, with vast budgets and awesome production values.
Enter Facebook. Which business model seems more relevant now? The tables are turned. Instead of Chinese game developers studying the US market to learn all about production values, smart western game developers are studying the Chinese market to learn as much as they can about succeeding in this new world of micro-transactions -- and some are even trying to enter China themselves, either to acquire talent or to try and tap the vast Chinese market. 1 billion social gamers?
PopCap has had an office in Shanghai for over 2 years, and has experienced both the opportunities and challenges of doing business in China firsthand. Attend this talk for a rapid fire briefing on everything you need to know about online & social gaming in China, direct from PopCap's head of Asia/Pacific operations. Topics will include what's hot in Chinese online and social games, which companies to watch, how to enter the Chinese market, how NOT to enter the Chinese market, how to leverage low-cost Chinese talent, and more.
This is a presentation I gave at "Career Day" to graduating seniors at my children's school last fall. I'm sure most of the lessons in here went in one ear and out the other, since you can't really understand this stuff until you've been out there for a while.
Originally presented at GDC 2004, this was a candid, no-holds-barred look at why my first start-up company, Escape Factory, ultimately failed. There are plenty of stories out there about game studios that succeed, but not enough about studios that fail.
This presentation was also in part an attempt to make good on a promise to our angel investor to share all the lessons we learned setting up Escape Factory.
Definitive Guide To Funding Your Video Game MasterpieceJames Gwertzman
Originally presented at the 2007 Casual Connect conference, this presentation delivers a quick tour through all the various funding mechanisms available to start-up video game studios to get their games funded.
Originally presented at LOGIN 2009, this is a fast-paced and colorful trip through PopCap's first year in China, with advice for any company considering the challenge of entering the Chinese market (or any developing country, for that matter).
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
2. [Game] Online Problems Continue;
Features Disabled as [Game Studio]
Works on Fixes
“We are working hard
to get everyone
online as soon as
possible,” [Game
Studio] says.
Days later, [Game Studio]
leaving disconnected players
stranded
[Game] has a great online mode
– if you can get online, that is
“This is total bull**** I paid for a
preorder and I can’t even connect
WTF [Game Studio]??”
3. “The single greatest predictor of
success and of sustainable
competitive advantage in this business
is live game operations.”
-- Owen Mahoney, CEO Nexon
5. Build game
Build
backend
Launch
Build tools for
ops team
Segment &
target customers
Deploy servers
Business
intelligence
Offers &
Promotions
Update
content
Host in-game
events
Customer
service
Nowadays…
Business
intelligence
User
Acquisition
6.
7. +
Live ops tools and dashboards
(mission control for the whole team)
Back-end services
(cross-platform, one-stop shop)
+
Integration with other partners
(building out the full ecosystem)
All-in-one platform to build, launch, and grow
and more ...
8.
9.
10. Some Loadout Stats
• PC launched 1/31/14
• PS4 launched 12/17/14
• Over 1 billion API Calls
• At Peak (Feb 2014):
– 300k DAU, 35K CCU
– 120 fixed game servers
– 110 EC2 game servers
11. Basic tenets of PlayFab architecture
• Put latency-sensitive game servers near players.
• Everything else as shared services via RESTful Web APIs.
• Data replication = bad.
• Local caches = good.
• No scheduled downtime.
• Automatic scaling for load.
• Backend changes should be invisible to developers.
• Use buffering to smooth over spikes or failures.
12. Availability Zone B
Oregon
AWS cloud: PlayFab Web Services
Amazon Route 53
(3.playfabapi.com)
Amazon EC2
(API handling)
Matchmaker
Instance
Instance
Game Server
Monitor
DynamoDB Amazon RDS Amazon S3 Amazon RedshiftReports
service
Instance
Logs
Architecture Overview
Matchmaker
(Secondary)
Instance
Virginia
Availability Zone A
Amazon EC2
(API handling)
Elastic Load Balancing
Cross-zone storage
Game Client
Game Manager
(Dashboards)
Amazon EC2
(Virtual game
servers)
Tokyo
Amazon EC2
(Virtual game
servers)
Sydney
Physical game
servers
Physical game
servers
Amazon EC2
(Virtual game
servers)
Local disk Local disk Local disk
Physical game
servers
13. PlayFab backend services
• Player Accounts
– Authentication
– Profile Management
– Account Linking
• Data Storage
– Per player
– Per title
– Per character (under one player)
– Files / CDN delivery
• Commerce
– Catalog Management
– Virtual Currencies
– Player Inventory
– In-game Purchasing
– Receipt validation (Apple/Google/Amazon)
– Marketing and Promotion
• In-game Marketing
– Push Notifications
– In-game Messaging
• Product Management
– Analytics and Reporting
– Customer Segmentation
– Customer Support Tools
– Abuse Reporting and Banning
• Social
– Friends Lists
– Player Chat
– Leaderboards
– Game forum integration
– Trading / gifting
• Multiplayer
– Photon integration (real-time / turn-based)
– Matchmaking
– Custom game server hosting
– Server monitoring
• Game logic
– Server-hosted JavaScript
The last API you’ll have to integrate into your game…
13
14. Example of Web API Call
API Request: Response from Web Services:
15. Oregon
AWS cloud: PlayFab Web Services
Matchmaker
Instance Instance
Game Server
Monitor
Basic Gameplay (1)
1. Login via Web API to PlayFab
2. Retrieve session key
3. Download content updates
4. Call backend services as needed
(inventory, catalog, player state)
5. Use matchmaker to find server;
retrieve game ticket
Virginia
API servers
Game Client
Game servers
Storage
Local diskAmazon RedshiftReports
service
Instance
16. Basic Gameplay (2)
6. Connect to game server
7. Present ticket to authenticate
8. Game server validates ticket
9. Game server loads player profile
10.Play w/ other players via server
11.Game ends
12.Server updates player profile
13.Log files get written to local disk
Virginia
Game Client
(other players)
Local disk
Oregon
AWS cloud: PlayFab Web Services
Matchmaker
Instance Instance
Game Server
Monitor
API servers
Storage Amazon RedshiftReports
service
Instance
Game servers
17. Basic Gameplay (2)
14.Log files get transferred to S3 storage
15.Server monitor cleans up old games;
can create new servers if needed
16.Matchmaker prepares for new game
17.Events get imported into Redshift
Virginia
Game Client
(other players)
Local disk
Oregon
AWS cloud: PlayFab Web Services
Matchmaker
Instance Instance
Game Server
Monitor
API servers
Storage Amazon RedshiftReports
service
Instance
Game servers
18. ELB logging for title-specific tracking
Game Client
Amazon Route 53
(3.playfabapi.com)
API Request:
Elastic Load
Balancing
Logs
Amazon RedshiftAmazon S3
bucket
Reports
service
Logs
Instance
Logs include title-specific
endpoint for analytics
AWS wildcard DNS
(*.playfabapi.com)
19. Sample Loadout API usage
report
API NAME
TOTAL
CALLS
AVERAGE
BACKEND
TIME (S)
AVERAGE
RESPONSE
TIME (MS)
AVERAGE
REQUEST
TIME (MS)
TOTAL
REQUEST
TIME (M)
AVERAGE
RECIEVED
(BYTES)
AVERAGE
SENT
(BYTES)
TOTAL
ERRORS
adminapi_userinfo 93,081,685 0.03 0.04 0.04 59.83 0 452 1979
gameserver_usercustomdatareadonly 1,582,348 0.06 0.04 0.04 1.06 42 902 290
matchmaker_userinfo 1,138,842 0.20 0.04 0.04 0.81 0 10046 319
matchmaker_playerjoined 1,138,247 0.01 0.04 0.04 0.79 64 2 93
matchmaker_playerleft 1,136,797 0.01 0.04 0.04 0.80 64 2 400
matchmaker_authuser 736,607 0.01 0.03 0.04 0.52 0 48 107
gameserver_usercustomdata 297,735 0.19 0.04 0.04 0.20 0 4080 0
gameserver_usercustomdatainternal 297,469 0.08 0.04 0.04 0.20 0 237 2
20. Instance
Making a Singleton Service Highly Available
Health
Check
Auto Scaling group
Autoscaling
service
Instance
Matchmaker
(Primary)
Instance
Amazon Route 53
(matchmaker.playfab
api.com)
Elastic Load
Balancing
Matchmaker
(Secondary)
1. Autoscaling is set to keep one
instance up in each of 2 AZ’s.
2. Client locates matchmaker
through Route 53
3. All matchmaker state written
through to Dynamo DB
Storage
Game Client
AZ A AZ B
21. Instance
Making a Singleton Service Highly Available
Health
Check
Auto Scaling group
Autoscaling
service
Instance
Matchmaker
(Primary)
Instance
Amazon Route 53
(matchmaker.playfab
api.com)
Elastic Load
Balancing
Matchmaker
(Secondary)
4. Route53 Health Check
detects bad instance and
fails over all traffic to
secondary.
5. Secondary loads latest state
from storage
6. Autoscaling group detects
bad instance and starts new
one.
Storage
Game Client
AZ A AZ B
22. Monitoring Service Health
Amazon EC2
(API handling)
Elastic Load
Balancing CloudWatch
Health
Check
Email Alerts
On-call Engineer
Mobile Alerts
Datadog visualization
23. Trusted by hundreds of developers
• More than 500 game studios using the PlayFab SDK
• 16 titles now live (w/ more than 10 million total registered players)
• Integrate at any point of your game’s life cycle
23
25. Easy adoption by any game developer
25
Full set of support resources
makes it easy for any developer
to quickly start using the
PlayFab platform.
Getting Started Guides SDKs for popular tools
Full documentation
+ +
+
Full-time developer
relations team
26. PlayFab benefits
26Better Faster Cheaper
Developers
• Best-in-class technology
• Proven solution
• Fully documented
• Back-end engineering talent
• Continual improvements
• Baked-in best practices
• Learn from other games
• Available immediately
• Less testing needed
• No need to hire a new team
• No up-front engineering cost
• Volume of scale
• Amortized costs
Publishers
• Share tools across games
• Share players across games
• Less risk
• Training for new developers
• Share lessons across games
• All funding goes to game
• No tech support costs
26PlayFab confidential
27. Pricing model
Test Free Standard Premium Enterprise
Test all PlayFab
features risk-free
Build, test, and launch
a game risk-free
Backend services for
casual or mobile
games
Meet needs of
demanding core or
multiplayer games
Custom agreements
for multi-title
publishers
FREE
(max 1,000 DAU)
FREE
(UNLIMITED DAU)
$2
(per 1,000 users / day)
$6
(per 1,000 users / day)
negotiable
All features
are available with API
throttling limits
• Live ops game manager
• Login with Device ID
• Receipt validation
• Catalog (RM items only)
• User inventory (RM
items only)
• Basic reports
All of free tier plus:
• Player accounts
• Virtual goods
• Standard analytics
• Friends lists
• Leaderboards
• In-game messaging
All of standard tier plus:
• Cloud scripting
• Photon Realtime /
Turnbased / Unity
Networking / Chat /
Server
• Custom development
• Game server hosting*
All of premium tier plus:
• Private server clusters
• Custom payment
provider
• Custom authentication
• Custom SLA
*Actual server cost (pass through) + 10% management fee.
27PlayFab confidential
Day one challenge of games. Big problem. Players practically expect games to fail at launch. Who’s experienced? Who’s been on the developer side of this? I have… but EA not alone.
I’m now CEO of PlayFab, we build game operations platform to help mitigate these problems. We help companies build, launch, operate live games. A big part of our work is specifically for multiplayer games, and in today’s talk we’ll peel back the covers and talk about how we architect to scale. We are based 100% on AWS.
By end of talk, you’ll have practical steps & concepts to help leverage cloud to avoid issues like these.
We’ll also give a peek into PlayFab, and show some of the other things we do to help you be successful beyond just scaling.
I’m James Gwertzman, CEO, and with me today are members of my team, including Matt (CTO), Thom (head of marketing), Liz (Head of product).
but first, I want to set the context for why this matters
Part of why multiplayer games are challenging is that they exist as services – and require significant investments post-launch
Asian game companies get this – they’ve been doing this for years. But it’s still relatively new here in the US
Nowadays, to launch a multiplayer game, you can’t just rely on LAN parties
Players want to battle other players around the world
And to run a great service effectively is way harder than just building a good game.
Consider how building a game has evolved. It used to be you’d build a game, ship it, and move on.
Now, however, games have becomes services, and suddenly launching the game is only the beginning. There’s all this other stuff that has to happen AFTER the game goes live – the service has to be managed.
(talk about the flow)
Costs include:
Technology cost
People cost (burn out)
Continuously reacting to competitors
The amount of tech required to build and operate a live game is massive, very easy to underestimate. Most game companies don’t have much experience with this. The ones who do, who operate successful games, get it. But even with cloud platforms like AWS there’s still a ton of tech you need.
We started PlayFab specifically to help with game operations – everything that happens post launch. That includes…
Back end services
Tools & dashboards
Integration w/ other partners
Multiplayer server hosting
Education…
This is all great news for most developers, because it means that once again, the field is leveling. You don’t need to spend a year building backend technology to launch a great game, anymore than you need to spend a year building animation tools. It’s possible now to build the next Candy Crush saga, or Age of War, without hiring a single server engineer.
One of the games we host is called Loadout… FPS F2P game.
You can see the kind of game it is --- 4v4 FPS
Huge emphasis on fast-twitch action. Performance and latency really matter
First launched on PC, integrated w/ Steam.
Then launched on PS4
Overall it was a mostly smooth launch – no major glitches that prevented players from getting in and playing.
In fact we hit top 10 on Steam for the original PC launch
[CLICK] Step 1 is put our gameplay servers near our players. But the only thing our game servers are going to handle is actually running around and hacking my friends to pieces. If a game servers crashes, sure players are going to get kicked offline – not much you can do about that. But players should still be able to log right back in, and jump into another game without losing their progress.
[CLICK] Step 2: Everything else will be HTTP API's: Login, friends list, leaderboards, inventory, in-app purchases – these all go into HTTP. Not only does this make developing and scaling these services easier, since you can take advantage of features such as auto-scaling and HTTP load balancing, but you also get security features like SSL that work out of the box.
[CLICK] Step 3: No database-level replication. It seems like if we want a global game, so that players worldwide can to just replicate all the data everywhere. But it's a fragile architecture, since now all our regions are dependent on one another. Not to mention, it adds a ton of latency back in, since you have to wait for replication commits across regions. Instead, we're going to focus on using our HTTP API's for data access.
[CLICK] Step 4: But having a local cache of hot data is a fine idea, and we'll cover that
[CLICK] And the last point is that nobody really “Plays Everywhere”. Anytime I hear this, an alarm bell goes off that it's a half-designed feature. Look, if I’m sitting around… on some random Tues afternoon, having a beer, playing a few rounds of deathmatch between meetings – this is completely hypothetical by the way [LAUGH] – do I really want the game to automagically connect me from my house in San Diego to a server down in Brazil? NO! Not only is the latency going to suck, I don't even know how to swear in Portuguese! How am I going to know what the 12 year old on the other end is yelling at me?
What players want is the ILLUSION of a global experience. So when we talk about having a "global game", we're really talking about a subset of features, like a global leaderboard, or global friends list. These can be easily accomplished without a giant data replication mesh, and I'll show you how.
Three primary areas:
Game Client
Game services
Multiplayer Game Servers (physical and AWS)
Our goal is to cover all the core services you might need… and to integrate third party services to fill in the areas we don’t cover
Three primary areas:
Game Client
Game services
Multiplayer Game Servers (physical and AWS)
Three primary areas:
Game Client
Game services
Multiplayer Game Servers (physical and AWS)
Three primary areas:
Game Client
Game services
Multiplayer Game Servers (physical and AWS)
Trick: use DNS to isolate game instances for future flexibility
We assign a different endpoint to each game
The API request is sent to title-specific endpoint using AWS wildcard DNS (*.playfabapi.com)
Sending the wildcard CNAME for *.playfabapi.com to the ELB allows us to use 0-downtime ELB deployment with CNAME swapping
ELB logging to S3: Reports service pulls logs from S3 bucket and sends them to Redshift; logs include title-specific endpoint for analytics
This is available to us, and also to the customer via the game manager dashboard.
There are cases when you need to have a single server available (our matchmaker needs to be a single server because it needs to know all the available games), but you can use these services to keep that single server highly available.
ELB Health Checking auto-terminates EC2 instances if they become unhealthy
Each instance is a single-instance Elastic Beanstalk
Autoscaling service spins up a new EC2 instance if needed
There are cases when you need to have a single server available (our matchmaker needs to be a single server because it needs to know all the available games), but you can use these services to keep that single server highly available.
ELB Health Checking auto-terminates EC2 instances if they become unhealthy
Each instance is a single-instance Elastic Beanstalk
Autoscaling service spins up a new EC2 instance if needed
Pingdom monitors public-facing pages for outages, sends email alerts and also sends to VictorOps.
CloudWatch sends alerts to VictorOps.
VictorOps sends alerts to the engineer(s) on call based on CloudWatch and Pingdom alerts.
ELB health check as shown earlier.
We’ve already got substantial traction with small and medium developers, and we’re starting to work with some of the bigger companies too, which is exciting.
You can integrate at any point, not just when you’re starting out.
We are working w/ hyper hippo & adventure capitalist, launching an update this week
Here’s how we price today… but this is definitely a work in progress. We need to balance so we’re cheaper than them doing it themselves, but obviously still profitable for us. And we’re in that up front zone where we don’t yet have the economies of scale that we’ll later have as we get bigger. We have certain fixed costs just to maintain availability and scalability, and we have extra capacity not using today.
So if you’re building a game, I hope you’re thinking about your operations strategy…
And if you’re thinking about your operations strategy, I hope you’ll consider a platform like PlayFab