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한국마이크로소프트 개발자 및 플랫폼 사업본부 오성미 차장(sungmioh@microsoft.com)
개발사 지원 프로그램 개발 소프트웨어  개발툴 및 Windows Server/SQL Server 호스팅 플랫폼 (LG CNS 서비스) 1 Core 웹 서버 / 1Core DB 서버각 VM 저장공간 180GB 네트워크 대역폭 : 100ㅡbps shared 파이낸싱 및 마케팅 교육 및 기술지원 * 소셜앱으로 청춘의 꿈을 캠페인을 통해 제공
Social 게임사를 위한 Microsoft Windows Azure Gets 확장 가능한 클라우드 플랫폼 2011년 12월까지 무료 최적의 플랫폼 구성을 위한 아키텍쳐 가이드 제공 Asks 개발 리소스 투자 사례발표
소셜앱 개발에 Azure가 좋은 이유 Windows Azure 에서 구동되는 facebook게임 – 판타지 킹덤 Windows Azure기반 개발에 대한 소개
소셜앱 개발사를 위한 기술 간담회 일시 : 3월 8일(화) 10:00~11:30 장소 : 대치동 포스코센터 서관 5층 Win 룸 참석 대상 : Microsoft 클라우스서비스인 Azure 기반 앱 개발에 관심이 있는 기업, 기술 담당 문의 및 참가등록 : sungmioh@microsoft.com
Building Social Games on  Windows Azure
Sneaky Games Since 2001, Sneaky Games has built interactive sites and games for a variety of customers including: Paramount Pictures, Logitech, Hollywood Interactive Group, and Fairy Godmother Academy.  In addition, our team has worked with large entertainment corporations on games and interactive projects including: Sony, Microsoft, Disney, Electronic Arts, Midway, NCsoft, Sega, Sony, THQ, Universal, and more. In 2009, the Sneaky Games team we started building our own game.
Sneaky Games Sneaky Games is a game development company that is currently building a portfolio of online social games.   Our flagship game, Fantasy Kingdoms, launched in 2010.  Our second game, Strife of Sevens launches in January 2011. Our third game will launch in March 2011.
Our Game Platform We started building our own social games on our proprietary platform. Integration layer for social networks  Games framework Batched & real-time client communications. Driven by .Net on the backend integrates with Flash, Silverlight, or other clients (HTTP, WCF, or RTMP) Originally, our games were for smaller audience and scale was not a issue.. Then came Facebook.
What options did we have? Sharded Game Servers  Traditional approach Better for real-time communication High management costs Stateless Game Servers  Must have scalable and shared data source Good for applications that can afford batched requests Allows for low cost management
Our Decision We looked at various hosting providers: Amazon Rackspace Windows Azure We chose Windows Azure: We could go stateless – built-in clustering of servers Easily spin up new instances with a click when needed We would use BLOBs to store user data – they inflate incredibly fast from Azure storage. No need to manage server updates and other maintenance tasks.
Pros / Cons of Decision Pro: Easy server management  Windows Azure is very fast! Unlimited scale It is Microsoft, i.e. developer friendly Con: SQL Azure did not meet our needs completely You must use the Windows Azure simulator in VS when developing There are not many developers pushing it in gaming – limited community(we are glad you are here!) Not as mature overall as Amazon, but based on recent news, it’s getting there
Self-hosted Web & Database Server(s) Architecture: In the Beginning Flash Client 1 SQL Database WCF Web Service Flash Client 2 Flash Client n
Windows Azure SQL Azure Web Role Architecture: Windows Azure, Take 1 Flash Client 1 WCF Web Service Instance 1 Authentication Game Data User Data Logs Flash Client 2 WCF Web Service Instance 2 WCF Web Service Instance n Flash Client n
Flash Client 1 Windows Azure Web Role Architecture: Windows Azure, Take 2 WCF Web Service Instance 2 WCF Web Service Instance 1 WCF Web Service Instance n Flash Client 2 Flash Client n Table Storage Blob Storage Azure Queues SQL Azure User & Game Data User Queue Auth Logs User Queue User Queue
Architecture: Windows Azure, Take 3 Flash Client 1 Windows Azure Web Role WCF Web Service Instance 2 WCF Web Service Instance 1 WCF Web Service Instance n Flash Client 2 Flash Client n Web Role Custom Caching SQL Azure Table Storage Azure Queues Blob Storage Auth User Queue User & Game Data Logs User Queue User Queue
Architecture: Current Flash Client 1 Windows Azure Web Role WCF Web Service Instance 2 WCF Web Service Instance 1 WCF Web Service Instance n Flash Client 2 Flash Client n Worker Role Worker Role Memcached Mongo DB Memcached Mongo DB Memcached Mongo DB Admin Client Table Storage Blob Storage Azure Queues User Queue User & Game Data Logs User Queue User Queue
Architecture: Future? Flash Clients Windows Azure Worker Role Web Role Mongo DB WCF Web Service Instances Mongo DB Mongo DB Phone & Mobile Clients Worker Role Worker Role Memcached Memcached Real-time Services Memcached Admin Client Table Storage Blob Storage Azure Queues User Queue User & Game Data Logs User Queue User Queue

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[2011 비즈니스 파트너 간담회] Social Games On Azure

  • 1. 한국마이크로소프트 개발자 및 플랫폼 사업본부 오성미 차장(sungmioh@microsoft.com)
  • 2. 개발사 지원 프로그램 개발 소프트웨어 개발툴 및 Windows Server/SQL Server 호스팅 플랫폼 (LG CNS 서비스) 1 Core 웹 서버 / 1Core DB 서버각 VM 저장공간 180GB 네트워크 대역폭 : 100ㅡbps shared 파이낸싱 및 마케팅 교육 및 기술지원 * 소셜앱으로 청춘의 꿈을 캠페인을 통해 제공
  • 3. Social 게임사를 위한 Microsoft Windows Azure Gets 확장 가능한 클라우드 플랫폼 2011년 12월까지 무료 최적의 플랫폼 구성을 위한 아키텍쳐 가이드 제공 Asks 개발 리소스 투자 사례발표
  • 4. 소셜앱 개발에 Azure가 좋은 이유 Windows Azure 에서 구동되는 facebook게임 – 판타지 킹덤 Windows Azure기반 개발에 대한 소개
  • 5. 소셜앱 개발사를 위한 기술 간담회 일시 : 3월 8일(화) 10:00~11:30 장소 : 대치동 포스코센터 서관 5층 Win 룸 참석 대상 : Microsoft 클라우스서비스인 Azure 기반 앱 개발에 관심이 있는 기업, 기술 담당 문의 및 참가등록 : sungmioh@microsoft.com
  • 6. Building Social Games on Windows Azure
  • 7. Sneaky Games Since 2001, Sneaky Games has built interactive sites and games for a variety of customers including: Paramount Pictures, Logitech, Hollywood Interactive Group, and Fairy Godmother Academy. In addition, our team has worked with large entertainment corporations on games and interactive projects including: Sony, Microsoft, Disney, Electronic Arts, Midway, NCsoft, Sega, Sony, THQ, Universal, and more. In 2009, the Sneaky Games team we started building our own game.
  • 8. Sneaky Games Sneaky Games is a game development company that is currently building a portfolio of online social games. Our flagship game, Fantasy Kingdoms, launched in 2010. Our second game, Strife of Sevens launches in January 2011. Our third game will launch in March 2011.
  • 9. Our Game Platform We started building our own social games on our proprietary platform. Integration layer for social networks Games framework Batched & real-time client communications. Driven by .Net on the backend integrates with Flash, Silverlight, or other clients (HTTP, WCF, or RTMP) Originally, our games were for smaller audience and scale was not a issue.. Then came Facebook.
  • 10. What options did we have? Sharded Game Servers Traditional approach Better for real-time communication High management costs Stateless Game Servers Must have scalable and shared data source Good for applications that can afford batched requests Allows for low cost management
  • 11. Our Decision We looked at various hosting providers: Amazon Rackspace Windows Azure We chose Windows Azure: We could go stateless – built-in clustering of servers Easily spin up new instances with a click when needed We would use BLOBs to store user data – they inflate incredibly fast from Azure storage. No need to manage server updates and other maintenance tasks.
  • 12. Pros / Cons of Decision Pro: Easy server management Windows Azure is very fast! Unlimited scale It is Microsoft, i.e. developer friendly Con: SQL Azure did not meet our needs completely You must use the Windows Azure simulator in VS when developing There are not many developers pushing it in gaming – limited community(we are glad you are here!) Not as mature overall as Amazon, but based on recent news, it’s getting there
  • 13. Self-hosted Web & Database Server(s) Architecture: In the Beginning Flash Client 1 SQL Database WCF Web Service Flash Client 2 Flash Client n
  • 14. Windows Azure SQL Azure Web Role Architecture: Windows Azure, Take 1 Flash Client 1 WCF Web Service Instance 1 Authentication Game Data User Data Logs Flash Client 2 WCF Web Service Instance 2 WCF Web Service Instance n Flash Client n
  • 15. Flash Client 1 Windows Azure Web Role Architecture: Windows Azure, Take 2 WCF Web Service Instance 2 WCF Web Service Instance 1 WCF Web Service Instance n Flash Client 2 Flash Client n Table Storage Blob Storage Azure Queues SQL Azure User & Game Data User Queue Auth Logs User Queue User Queue
  • 16. Architecture: Windows Azure, Take 3 Flash Client 1 Windows Azure Web Role WCF Web Service Instance 2 WCF Web Service Instance 1 WCF Web Service Instance n Flash Client 2 Flash Client n Web Role Custom Caching SQL Azure Table Storage Azure Queues Blob Storage Auth User Queue User & Game Data Logs User Queue User Queue
  • 17. Architecture: Current Flash Client 1 Windows Azure Web Role WCF Web Service Instance 2 WCF Web Service Instance 1 WCF Web Service Instance n Flash Client 2 Flash Client n Worker Role Worker Role Memcached Mongo DB Memcached Mongo DB Memcached Mongo DB Admin Client Table Storage Blob Storage Azure Queues User Queue User & Game Data Logs User Queue User Queue
  • 18. Architecture: Future? Flash Clients Windows Azure Worker Role Web Role Mongo DB WCF Web Service Instances Mongo DB Mongo DB Phone & Mobile Clients Worker Role Worker Role Memcached Memcached Real-time Services Memcached Admin Client Table Storage Blob Storage Azure Queues User Queue User & Game Data Logs User Queue User Queue