LESSONS LEARNED
LESSONS LEARNED
and best practices for game developers
in the cloud.
@sarahnovotny
INTRODUCTION TO
we do video game transmedia
TRANSMEDIA
transmedia is the
technique of telling a
single story or story
experience across
multiple platforms and
formats using current
digital technologies.
WHY THE CLOUDS?
or more specifically, why ?
flickr @nishanthjois
BUSINESS CONSTRAINTS->
ARCHITECTURAL CONSTRAINTS
(no really, they’re helpful)
FREE TO PLAY
anyone can play
not everyone will pay
can’t be viewed as P2W
GAME SERVER
ephemeral
automated
instrumented
cheap
BUZZWORD COMPLIANT
cloud
on demand resources
API driven
$0 capital investment
WHAT HAVE WE
LEARNED?
robots and automation FTW!
Availability Zone #1
www.playhawken.com
Security Group
Root VolumeData Volume
Elastic Load Balancer
Webserver Instances
Web App
Server
Security Group
Proxy Instances
Dynamo Backend
Elastic IP
3rd Party
Services
Availability Zone #1
HAWKEN game play
Game Server
Instances
Dynamo Backend
Availability Zone #2
S3 Bucket
Game Client Distribution
Game Service
Instances
THINK IN TERMS OF FLEETS
one server is useful. a fleet of them is a product.
SCALING UP IS EASY
SCALING DOWN IS HARD
BUILD AWARENESS
application
automation
LOCATION
APIS OFFER ERROR CODES
200 OK
201 Created
202 Accepted
204 No Content
304 Not Modified
400 Bad Request
403 Forbidden
CHECK
THEM
PLAN FOR THE
ASYNCHRONICITY
don’t assume the data you’ve just sent is where you’ll retrieve it
CULTURE
legacy thinking
education
education
education
engineering leadership
patience
BIZ
DEV
CLOUDDEV
here be
dragons
COMPLEXITY KILLS
not too hot
not too cold
just right
I’M @sarahnovotny
& YES, I’M HIRING
We are sincerely eager to
hear your feedback on this
presentation and on re:Invent.
Please fill out an evaluation
form when you have a
chance.

Lessons Learned and Best Practices for Game Development in the Cloud

Editor's Notes

  • #8 timing. when I was brought on, we had 345 days and no infrastructure