2015년 9월 2일에 열린 아마존 웹서비스의 게임 개발 컨퍼런스 Gaming on AWS에서 발표된 김일호 솔루션즈 아키텍트의 강연 'AWS로 글로벌 게임 런칭하기 - 장르별 아키텍처 중심'의 발표자료입니다.
AWS Gamekit은 인증, 상태저장과 같은 API 서비스를 손쉽게 구축할 수 있는 서비스입니다. AWS GameSparks는 클라이언트에 손쉽게 서버 로직을 추가하고 게임에 필수적인 컴포넌트들을 바로 사용할 수 있게 제공하는 서비스입니다. AWS Gamelift는 세션형 게임에 필요한 데디케이티드 서버를 관리해주는 강력한 서비스입니다. 본 서비스들의 소개 및 최신 업데이트를 전달해드립니다.
AWS를 활용한 모바일 게임 서버 개발: 퍼즐 주주의 사례 - 넥슨 (윤석주 신사업본부 선임)
사내 발표자료 겸 만들었는데, ECS Fargate를 이용하실 분들이라면, 편리하게 쓰실 수 있도록 최대한 상세하게 만들어 보았습니다. 사실 CloudFormation 등 배포는 좀 더 편리하게 할 수 있지만, 회사 사정도 있고, 제가 일단 그런 기술을 너무 늦게 알았기 때문에 다루지는 않았습니다.
부제: HTTPS 만 잘 알면 모바일 게임이 빨라진다?
Docker 컨테이너를 기반으로 하여 AWS의 ECS 활용기를 소개합니다. (컨테이너 서버리스 컴퓨팅 Fargate를 사용해보자)
Amazon GameLift FlexMatch 思い通りにマッチメイキング
천만 사용자를 위한 AWS 클라우드 아키텍처 진화하기 김준형 솔루션즈 아키텍트, AWS AWS 클라우드는 초기에 적은 비용으로 웹 서비스를 시작하고, 향후 사업이 발전했을 때 천만 이상의 유저가 사용할 수 있는 고가용성, 확장성, 민첩성이 뛰어난 웹 서비스를 만들 수 있습니다. 본 세션에서는 작은 서비스로 시작하여 AWS의 다양한 서비스를 사용하여 천만 이상의 대규모 유저 트래픽을 수용할 수 있는 웹 서비스로 발전시키는 것을 단계별로 오토스케일링, 트래픽 경감, 모니터링과 자동화, 고가용성 확보를 위한 아키텍처 구성 방법을 소개합니다.
쿠키런에서 사용하고 있는 모바일 게임 패치 시스템의 필요성과 구현, 작동 방식에 대해서 얘기합니다
NDC18에서 발표했습니다. 슬라이드 뒤쪽에 Q&A를 첨부했습니다. SlideShare에 슬라이드 300장 제한이 생겨서 부득이하게 3부로 나눠서 올렸습니다. 보는 데 불편하시겠지만 양해를 부탁드립니다. - 1부: https://subl.ee/~ndc18 - 2부: https://subl.ee/~ndc18.2 - 3부: https://subl.ee/~ndc18.3 자막은 subpptx로 붙였습니다: https://github.com/sublee/subpptx
데브시스터즈와 <쿠키런 : 킹덤> 의 사례를 기반으로, 게임 서비스에서 데이터 플랫폼의 역할과 중요성, 그리고 성공적인 게임 운영을 위한 데이터플랫폼의 Scalability 확보 방법에 대하여 기술적, 문화적 관점에서 이야기합니다. AWS 기반 클라우드의 특성을 적극적으로 활용한 데이터 플랫폼 환경과 발전 과정에 대한 기술적 설명과 더불어, 문화 및 조직적 차원에서의 접근에 대해서도 소개해드립니다..
20180726 AWS KRUG - RDS Aurora에 40억건 데이터 입력하기
AWS와 함께 한 쿠키런 서버 Re-architecting 사례 - 데브시스터즈 (홍성진 수석, 서버팀 Senior Technical Lead)
Discover how mobile game companies are leveraging AWS to build cost-effective, scalable games. Learn how companies like Supercell are using EC2 and S3 to run their online game servers. Understand the challenges in scaling game databases, and how developers like Halfbrick use DynamoDB to overcome these demands. Learn how you can use the new EC2 G2 and C3 instances to run multiplayer games in the cloud. Finally, see how developers like Rovio are using SNS to send mobile push notifications to keep players engaged.
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.
NDC16에서 발표했습니다. 원고를 포함한 추가 발표자료는 다음 주소에서 확인하실 수 있습니다: http://j.mp/sub-ndc16
'로그(LOG) – 항해의 시작'을 시작하면서 겪은 우여곡절을 발표해보고 싶었습니다.아무래도 전액환불과 초기화에 이은 재시작 자체가 모바일 게임업계에서도 무척 드문 일이다보니 저희와 같은 흑역사를 다시 겪지 말라는 의미에서라도 공유하고 싶습니다.
The document provides an overview of the Android app markets in Korea and Japan. It discusses the current mobile market status and carrier penetration rates in both countries. It notes that Japan and Korea now rival the US in Google Play revenues, with Japan overtaking the US in October 2012 and Korea following suit. The document then summarizes key success factors and trends in each country's Android market, such as the role of KakaoTalk and LINE messaging apps, the genres and monetization of top-grossing games, and tips for effective marketing strategies to achieve growth on Google Play. It introduces Metaps as a company that provides SDK tools and services to help developers with user acquisition, engagement and monetization on Android.
Monkeyrunner를 사용한 Android 환경 테스트 자동화 및 사례 연구
[2013 GAME-NEXT : ALL STARS] 성공적인 모바일 게임 런칭을 위한 전략 : Tapjoy / Chris Akhavan, Senior Vice President, Global Partnerships
5월 17일 서울COEX에서 열린 AWS Summit Seoul 2016에서 이경안 매니저, MobilFactory 이성수 CTO, Smilegate 최병주 차장, NZIN 최양민 차장 님께서 발표하신 "게임 고객 사례를 통해 살펴보는 AWS 활용 전략" 발표자료입니다.
경기 스타트업 캠퍼스에서 열린 해외 사업/마케팅 세미나에서 글로벌 서비스 성공 및 실패 사례 공유때 발표한 자료입니다. 뒤늦게 진입한 소셜카지노(포커, 슬롯) 게임을 만들던 과정과 테스트 마케팅을 집행해본 결과를 간략히 공유하고 있습니다.
20160427 ndc16 글로벌 원빌드 모바일 게임 런칭과 라이브 개발
2016년 1월 7일 AWS Cloud행사에서 김상필 솔루션즈 아키텍트 께서 발표하신 “AWS를 활용한 글로벌 아키텍처 운용 전략 “ 발표자료입니다.
Do you want to analyze AWS CloudTrail events within minutes of them arriving in your Amazon S3 bucket? Would you like to learn how to run expressive queries over your CloudTrail logs? We will demonstrate Apache Spark and Apache Spark Streaming as two tools to analyze recent and historical security logs for your accounts. To do so, we will use Amazon Elastic MapReduce (EMR), your logs stored in S3, and Amazon SNS to generate alerts. With these tools at your fingertips, you will be the first to know about security events that require your attention, and you will be able to quickly identify and evaluate the relevant security log entries.
Mobile, AAA, and MMO game companies alike are leveraging AWS to build cost-effective, scalable online games. Learn how game studios are using AWS services such as Elastic Beanstalk, DynamoDB, Amazon S3, CloudFront, and ElastiCache to build online games that can scale from 1,000 to 1,000,000 users, while paying only for what they use. Finally, we'll share some thoughts about the future of cloud gaming based on trends we're seeing worldwide.
Sony Interactive Entertainment engineers presented on their journey moving mission-critical applications from a single AWS region to an active-active multi-region architecture. They modeled their application dependencies as a graph using Neo4j to identify services ready for multi-region and plan the migration order. Key lessons included validating data replication technologies through testing, redesigning some services to be multi-region native, and implementing centralized configuration to isolate applications within a region.
This document discusses Riot Games' use of Amazon ECS and Terraform to standardize application deployments. It describes how Riot Games migrated existing container deployments to ECS to gain benefits like increased resource utilization and elasticity. It also discusses how Terraform was used to define infrastructure as code and achieve benefits like consistent, reproducible deployments and avoiding resource attribution issues. The document shares lessons learned, such as breaking deployments into modular stacks, using tags extensively, and centralizing logs.
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.
This document discusses how Amazon Web Services (AWS) can be used to build scalable game infrastructure. It recommends using AWS services like Elastic Load Balancing, Amazon EC2, Amazon RDS, Amazon S3, CloudFront, Auto Scaling, ElastiCache and DynamoDB to allow games to automatically scale capacity based on player demand. It also discusses global deployment across AWS regions and using VPC networking and placement groups to optimize game server performance.
1. Cloud Native computing focuses on running containerized microservices at scale through technologies like Kubernetes. The Cloud Native Computing Foundation promotes this approach. 2. Games can benefit from a Cloud Native approach by running in-game and out-game processes as microservices on Kubernetes, including matchmaking, shops, rankings, and more. 3. Serverless computing through Functions as a Service (FaaS) allows code to be executed in response to events, reducing costs and speeds up development cycles for game processes like item purchases or notifications. Cloud Z's FaaS platform demonstrates running game functions.
OpenSource API Server based on Node.js API framework built on supported Node.js platform with Tooling and DevOps. Use cases are Omni-channel API Server, Mobile Backend as a Service (mBaaS) or Next Generation Enterprise Service Bus. Key functionality include built in enterprise connectors, ORM, Offline Sync, Mobile and JS SDKs, Isomorphic JavaScript and Graphical API creation tool.
The document discusses the three phases of major galactic civilizations: survival, inquiry, and sophistication. It then summarizes Mark Slodge's presentation on using C# for cloud to mobile applications. The presentation covers using C# for the cloud backend, clients on various platforms, and communication between the cloud and clients. It provides examples of applications built with C# and Azure and discusses technologies like Mobile 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.
AWS Fargate makes running containerized workloads on AWS easier than ever before. This session will provide a technical background for using Fargate with your existing containerized services, including best practices for building images, configuring task definitions, task networking, secrets management, and monitoring.
Celem prezentacji jest przedstawienie sposobu tworzenia i zarządzania infrastrukturą sieciową w chmurze (AWS). Podczas prezentacji użytkownicy dowiedzą się z jakich komponentów składa się infrastruktura w chmurze, zapoznają się z tematyką VPC (Virtual Private Cloud), Security Group, Direct Connect, Avaibility Zone, Route53, Regions. Dodatkowo dowiedzą się jak należy projektować systemy aby były określane jako HA oraz w jaki sposób można tworzyć rozwiązania hybrydowe i połączyć chmurę z istniejącą infrastrukturą on-premise. Dodatkowo słuchacze zapoznają się ze sposobem zarządzania infrastrukturą sieciową jak kodem (tzw. IaC - Infrastructure as Code) – co pozwala w szybki sposób tworzyć i zarządzać całością infrastruktury sieciowej w chmurze.
In this talk from the Dublin Websummit 2014 AWS Technical Evangelist Ian Massingham discusses the major trends that are changing the gaming market today and how using the cloud as a development and delivery platform for gaming products and services can help meet the challenges that these trends present. Includes examples of gaming customers running on the AWS cloud today as well as a discussion of how you might build and scaling a gaming back-end on AWS using AWS services to enable low cost and pain free scaling of your gaming infrastructure.
In this talk from the Dublin Websummit 2014 AWS Technical Evangelist Ian Massingham discusses the major trends that are changing the gaming market today and how using the cloud as a development and delivery platform for gaming products and services can help meet the challenges that these trends present. Includes examples of gaming customers running on the AWS cloud today as well as a discussion of how you might build and scaling a gaming back-end on AWS using AWS services to enable low cost and pain free scaling of your gaming infrastructure.
Different Kubernetes users have different requirements for their cluster network setup. They might want high pod density, or no overlay networking, or separate security groups, or separate network interface for each pod. Having a centralized network resource provider instead of a per-node IPAM daemon enables network assets available as a schedulable Kubernetes resource. This makes it possible to simplify the management of networking resources and offer further customizable networking solutions. In this session, we discuss how the Amazon Elastic Kubernetes Service (Amazon EKS) team has approached meeting these customer needs, and share the solution to manage network resources centrally.
The document describes building a link shortening application called YA.LS using Amazon Web Services. It discusses: 1) Developing the application using Node.js, Express, and other packages and deploying it to AWS Elastic Beanstalk. 2) Storing shortened links and target URLs in DynamoDB and caching them locally. 3) Redirecting requests using the stored URLs. 4) Enhancing it to take screenshots, store them in S3, and record analytics using SQS, Lambda, and Kinesis. 5) Configuring authentication with IAM and deploying the infrastructure with CloudFormation.
The document discusses using AWS services like EC2, VPC, Auto Scaling and others to build a hybrid architecture that integrates an organization's on-premises data center with the AWS cloud. It provides overviews of EC2 instance types, Auto Scaling capabilities, and how to use VPC to connect networks and define routing and security rules. The hybrid model allows leveraging AWS' elastic infrastructure while integrating it with existing IT systems, enabling innovation without being constrained by data center capacity limits or costs.
This document discusses using AWS CDK to develop and deploy infrastructure as code. It begins with an introduction of the speaker and their background. It then provides examples of using CDK to create a game backend with Amazon API Gateway, AWS Lambda, Amazon DynamoDB, and Amazon ElastiCache. The document outlines topics like using a custom authorizer with API Gateway, handling many resources and methods, running Lambda functions in a VPC, blue/green deployments, code reuse with layers, and testing strategies. Code examples and references are provided.