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Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.

Observability Into Game Server Deployment and Performance Through Instrumentation (Presented by Honeycomb.io)

Liz Fong-Jones  (Principal Developer Advocate, Honeycomb.io)

Michael Simo  (Platform Engineer, Honeycomb.io)

Kent Quirk  (Lead Engineer, Honeycomb.io)

Date: Wednesday, July 21

Time: 1:20pm - 1:50pm

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass

Topic: Programming

Format: Sponsored Session

Vault Recording: Not Recorded

Honeycomb.io

Honeycomb can help you understand how unfamiliar systems actually behave, regardless of what you know about them upfront. Liz and Michael will share their observability insights on game server architecture, covering how to increase developer velocity and improve player experience by implementing Honeycomb.io open-source instrumentation SDKs and collection agents. We will explore the Honeycomb Kubernetes agent, a frontend service, a backend API, as well as the CI/CD deployment process used to deploy and manage the various components. This will allow us to ask questions about the systems behavior in the game server platform context. You'll learn how to instrument software and infrastructure with Honeycomb collectors and about patterns that help you address and triage issues with applications that run various workloads. Our mission at Honeycomb is to eliminate toil and delight users. We hope that this session will help make games more fun to make and create experiences that surprise and delight players.

Takeaway

Seeing a practical dedicated game server (and associated services) use-case and being able to learn how to observe each component of the architecture using Honeycomb.io open-source instrumentation. Being provided the information to diagnose issues in a production gameserver environment.

Intended Audience

Technical contributors and engineers at game developments studios, from server engineers to system architects. Ops-minded developers that are curious about observability through the technical stack, from game server performance, deployment times, latency diagnosis and seeing how services interact with each other.