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View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Open Source Game Development Summit: Agones and Quilkin: OSS Multiplayer Game Server Service Mesh on Kubernetes

Mark Mandel  (Developer Advocate, Google Cloud)

Location: Room 3007, West Hall

Date: Tuesday, March 21

Time: 2:10 pm - 2:40 pm

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Lecture

Vault Recording: Video

Audience Level: Intermediate

Previous talks have looked at two open source projects: Agones, the platform for orchestrating and scaling dedicated multiplayer game servers on top of Kubernetes, and Quilkin, an extensible UDP proxy specifically built for protecting, observing and authenticating game server communications.

On the surface this seems like a very powerful combination, but manually integrating the two can be a tricky and intimidating process. You need to know and understand the Kubernetes API and its client libraries, and then tie it into Quilkin's xDS compliant API implementation all through some custom code - which is a large and complex amount of work (and a lot of acronyms).

In this talk, Mark Mandel, Developer Advocate at Google Cloud, will look at how anyone can utilize Quilkin's native Agones integration to provide a turnkey solution for proxying UDP traffic to game servers—providing an extra layer of protection and observability when orchestrating game servers on top of Kubernetes.


Attendees will gain enough foundational knowledge and experience of Agones and Quilkin, and how they work together, to determine if it is worth the attendees time to investigate further for their own multiplayer, dedicated game server orchestration and communication needs.

Intended Audience

This is for backend multiplayer engineers who are looking for open source solutions that they can utilize and implement in their new or existing technology stacks.