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Online Game Technology Summit: Scaling to 10 Concurrent Users: Online Infrastructure as an Indie

Andrew Erridge (Software Engineer & Cofounder, Gamebreaking Studios)

Pass Type: All Access Pass, Core+Summits Pass, Summits Pass, Independent Games Summit Pass - Get your pass now!

Topic: Independent Games

Format: Session

Vault Recording: TBD

Audience Level: All

After years building online games that serve 100 million players, Dru tells the story of how the technology that originally backed his (much smaller) university project evolved into a sprawling online platform through the game's 5 year development cycle and subsequent launch. In doing so, Dru tries to illuminate which of the AAA concepts he applied "scaled down" and which were illusions of grandeur. His talk dives into inescapable decisions like dedicated servers vs peer to peer, microservices vs monolith, and when to use the cloud, among others.

Takeaway

Attendees will walk away with experience-based reasoning as to if and how smaller or earlier-stage games should tackle common online service and infrastructure projects like dedicated servers, matchmaking, and build pipelines.

Intended Audience

This talk is for developers with a technical background who currently or in the future hope to build online games in small teams or on their own. Attendees should understand the definition of online service building blocks like VMs, databases, and caches, but they needn't have deep knowledge.