The document discusses using Amazon Web Services (AWS) for game development. It introduces various AWS services like compute, storage, networking, monitoring, and authentication. It then provides examples of how specific AWS services could be used for different parts of a game's architecture, like distributing game updates, enriching single-player experiences, and building multiplayer games. It also provides an example architecture for a simple platformer game that uses AWS services like a REST API, database, load balancing, auto scaling, and monitoring. The document advocates using AWS to innovate, scale as needed, and avoid breaking the bank.
27. Use the cloud for what makes
sense in your scenario!
28. • Distribute the game/updates/DLC (Storage, Content Delivery)
• Enrich single player experience (Compute/Storage/Networking/
Processing)
• Multiplayer: from 2 to MMOs
32. • Simple platformer game: collect gems, get out. Dont die.
33. • Simple platformer game: collect gems, get out. Dont die.
• Levels should come from the server. Get new levels all the time.
34. • Simple platformer game: collect gems, get out. Dont die.
• Levels should come from the server. Get new levels all the time.
• Always show the ghost/replay of the best highscore per level.
35. • Simple platformer game: collect gems, get out. Dont die.
• Levels should come from the server. Get new levels all the time.
• Always show the ghost/replay of the best highscore per level.
• Upload my replay/high score if I beat the high score.
36.
37. • A REST API serving levels and replays/highscores as JSON
38. • A REST API serving levels and replays/highscores as JSON
• Store all the data in a safe, backed up location
39. • A REST API serving levels and replays/highscores as JSON
• Store all the data in a safe, backed up location
• An admin UI to edit and manage levels and replays/highscores.
40. • A REST API serving levels and replays/highscores as JSON
• Store all the data in a safe, backed up location
• An admin UI to edit and manage levels and replays/highscores.
• Make it redundant, resilient, scalable.
50. That’s all I got!
Get in touch: JulienE@amazon.com
http://github.com/JulienEllie/
Notas do Editor
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If you’re here it’s because you need the internet to help with your game. If you’re using the net, the cloud can help.\n\n\n
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- drawsome got downloaded 20 millions times in 5 weeks, the server load would be insane!\n- diablo 3 launch (I don’t know their backend, I can only speculate)\n- so how do you avoid issues? 2 WAYS:\n* REDUNDANCY\n* REDUNDANCY\nMonitor your service, know what’s going on. Don’t let your customers be the people finding issues.\n\nDon’t disappoint your audience, don’t go down.\n
- explain the pic\n- a lot of what the cloud does existed before. It’s putting it all together in a way that makes sense and is highly usable that helps.\n- this creates opportunities to innovate. do things no one has done before, do it repeatedly, cheaply and efficiently\n- this in turn in changing gaming: always on, always connected means new experiences, new game types and you don’t need a crazy infrastructure like Xbox Live to connect gamers together\n- what would you do with cheap, always on, always scalable computing resources available to you?\n\n
All of this is expensive to develop and maintain.\n- pay only for what you use, priced by the hour\n- reduce provisioning time\n- often with no or little commitment\n- make sure to look at Reserved Instances\n- FREE TIER, including DynamoDB\n
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Going to do things right, you need:\n- resilience through redundancy, this means you need load balancers, you need multi machines in multiple datacenters, etc.\n- ability to scale\n- monitoring and alarming. What happened, what’s happening, why? CRITICAL TO YOUR BUSINESS!\n\n\n
- different games have different need\n- not every game needs to be online\n- not every online game needs hugely scalable infrastructures\n- but if you do... do it right... \nIn the words of the lyrical poet vanilla ice: “Anything less than the best is a felony”\n
1) games like minecraft used AWS to host their content, if you’re not going through steam or Apple to distribute your content, this is attractive\n2) + TURN BY TURN, SENDING EMAIL\n + Game servers? Why not provide a hosted option? So much easier. \n3) you can create actual MMOs or connected games with extended persistence, it’s not just the blizzards of the world anymore\n