Se ha denunciado esta presentación.
Utilizamos tu perfil de LinkedIn y tus datos de actividad para personalizar los anuncios y mostrarte publicidad más relevante. Puedes cambiar tus preferencias de publicidad en cualquier momento.

Chinajoy gdc 2011 sg dev process

927 visualizaciones

Publicado el

Social Game Development Process and Inrfastraucture presenation I did at Chinajoy in Shanghai

Publicado en: Tecnología
  • Sé el primero en comentar

Chinajoy gdc 2011 sg dev process

  1. 1. Social Games: Development Process<br />JiaShen<br />CEO and Founder<br />
  2. 2. Collision of Worlds<br />Conventional & Casual Games<br />Entertainment<br />Engagement<br />Online Games<br />Long term engagement<br />Monetization<br />Performance Marketing<br />User acquisition<br />
  3. 3. Conflicting Requirements<br />Increasing High Quality<br />Mafia Wars to CityVille<br />Fast Development Time-table<br />3-6 months in Social<br />1-5 years in console<br />Agility<br />
  4. 4. Complexities<br />Scaling before needing to scale<br />Building on someone else’s platform<br />High level of unreliability<br />
  5. 5. How do we develop and design?<br />
  6. 6. Phases<br /><ul><li>Starts like a Packaged Goods
  7. 7. Evolves into a Web Service</li></li></ul><li>Design and Development<br />Implementation<br />QA<br />
  8. 8. Service Releases<br />
  9. 9. Tools of the trade<br />
  10. 10. Separate Out Dependencies<br />Game Tuning<br />Asset Management<br />Release Management / Site Maintenance<br />Events<br />Monitoring and Tracking<br />
  11. 11. Game Editing<br /><ul><li>Game Editable
  12. 12. Doesn’t Require Dev
  13. 13. Extracs out Dependencies</li></li></ul><li>Analytics<br /><ul><li>Simple Stats</li></ul>Anyone can integrate<br />Put it everywhere<br /><ul><li>Production Monitoring</li></ul>Keystats PM’s can set to notify operations<br /><ul><li>Cohort Tracking</li></ul>Retention<br />
  14. 14. Simple Stats<br />Simple input integration to all layers<br />Simple output integration<br />Raw Data<br />Graphing<br />Monitoring<br />
  15. 15. Detailed Tracking<br />
  16. 16. Integrate with Monitoring<br />Issue with Release<br />
  17. 17. Architecture<br />
  18. 18. Scaling without Scaling<br />Limit Failure Points<br />Commoditize Hardware<br />Load balance<br />
  19. 19. Silo Design<br />Game Silo<br />Game Silo<br />Game Silo<br />Game Silo<br />Load Balancer<br />Load Balancer<br />Load Balancer<br />Load Balancer<br />Firewall<br />Firewall<br />Firewall<br />Firewall<br />Application <br />Server<br />Application <br />Server<br />Application <br />Server<br />Application <br />Server<br />Application <br />Server<br />Application <br />Server<br />Application <br />Server<br />Application <br />Server<br />Application <br />Server<br />Application <br />Server<br />Application <br />Server<br />Application <br />Server<br />DB’s<br />DB’s<br />DB’s<br />DB’s<br />DB’s<br />DB’s<br />DB’s<br />DB’s<br />DB’s<br />DB’s<br />DB’s<br />DB’s<br />Distributed Storage<br />Shared Databases<br />Users<br />Logging<br />Anayltics<br />Cloud<br />CDN<br />Local<br />
  20. 20. Fault Tolerance<br />Multiple layers = multiple points of failure<br />Can’t reduce points of failure<br />Design for failures on all levels<br />Fail Gracefully<br />
  21. 21. Tolerance on a Web Platform<br />Networks Lag<br />API’s Fail<br />XMLHttpRequests Unreliable<br />
  22. 22. Tolerance on an API<br />Delegate to the server when possible<br />Queue and Batch calls<br />sending app-to-user message can be asynchronous<br />Fail Gracefully in the UI<br />
  23. 23. Monitoring<br />Dynamic Alerts<br />Allows any party to set up<br />Allows for flexible deployments<br />Integrate with Stats System<br />
  24. 24. Questions?<br />Answers and<br />