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© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
HwanBin Kang (KR Gaming team – Sr. Account Manager)
Sungsoo Khim (KR Gaming team – Sr. Solutions Architect)
Korea Gaming Industry Best
Practice and Experience Sharing
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Agenda
• About Speakers
• Gaming customers references
• Best practices
• Korean gaming customers’ journey on AWS
• Why they chose AWS?
• Dive deep into best practice architecture
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
About Speakers
姜 換 彬
Sr. Account Manager
Worked with KR gaming
companies since 2014
金 聖 洙
Sr. Solutions Architect
Worked with KR gaming
companies since 2017
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
All of top 15 companies are using AWS in Korea
500+ KR Gaming companies are using AWS
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
AWS helped smooth mobile transition
from PC online game
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Many of Korea gaming companies are
delivering success stories in global
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Also, many Korean games are very
successful in HongKong
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Using Tokyo region for HongKong service – KR games
• PUBG is no.1 PC online game in platform with more than
3M Concurrent users(CCU).
• Developed on AWS, running on AWS
• Using Tokyo region for HongKong service
• No.1 mobile game in Korea in 2017.
• Generated approx. $1B in 2017 with single game in global.
• Using Tokyo region for HongKong service.
• Nexon’s first mobile game ranked no.1 in gross chart.
• Awarded as best game in 2016 in Korea.
• Using Tokyo region for Korea and HongKong service
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Latency between Tokyo region and HK
is good enough to service high quality
games!
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Best Practice #1 – Players Unknown Battle Ground(PUBG)
1. Dramatic & unexpected success in global : Daily CCU
Without AWS, PUBG cannot deliver huge success in global
– Kevin Yoo(Bluehole head of Tech)
Detailed events in 2017
April 20th 100K CCU
June 4th 200K CCU
July 30th Service failure just before half million
 According to the reasons of failure, it is determined that we couldn’t hold
600K users
 Began to think about the incensement of users seriously
 Started the “Project million”
Aug 27th 870K CCU
 Surpassed “DOTA 2” Ranked as the first at the Steam
 Started the “Project two million"
Sep 23rd 1.5M CCU
Oct 11th 2M CCU : Started “Project four million”
Dec 30th 3M CCU
2. Developed, operating and analyzing on AWS
- Using DynamoDB as main DB
- Using AWS native services in backend to reduce development time
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Best Practice #2 – Durango(mobile MMORPG from Nexon)
• Most successful mobile game in Nexon’s(#1 gaming company in Korea) history
• Developed 5+ years on AWS
• Using various cloud native services
Aurora, ECS, Lambda, Kinesis, EMR, Elastic Search, Elastic Cache, SQS, S3, ELB, Route53 and etc
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Similarities between globally successful games
1. Targeted global from development stage
2. Using AWS from development stage
3. Launching games on AWS
Using Tokyo region instead of Seoul region to maximize global coverage in single MMO world
4. Analysis data on AWS and reflect requirement in games
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Korea gaming customers’ journey on AWS #1
Using AWS for global mobile game service : 2013-2014
Gaming customers’ experiences
¤ Fully understand benefit on cloud service : Can easily expand to global
¤ AWS is best cloud service among various cloud service provider
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Korea gaming customers’ journey on AWS #2
Using AWS for mobile Korea mobile game service : 2015
Gaming customers’ experiences
¤ Using Tokyo region : Latency between Korea and Tokyo is average 40-50ms
¤ Up to 100ms of latency is enough for most of mobile games
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Korea gaming customers’ journey on AWS #3
AWS Seoul region launch : 2016
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Korea gaming customers’ journey on AWS #4
Expand AWS adoption into PC online games : 2016
Gaming customers’ experiences
¤ AWS is providing enough computing power for PC online games
¤ Trying to develop global one world MMORPG games using AWS global network
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Korea gaming customers’ journey on AWS #5
2016-2017
 Start to close oversea on-premise datacenter
 Start to close Korea on-premise datacenter from mid- sized
gaming companies
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Korea gaming customers’ journey on AWS #6
Start to develop cloud native games after many cloud
native games’ success
Gaming customers’ experiences
¤ Understanding AWS is very important to develop game as more fault tolerance
¤ Cost effective
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Korea gaming customers’ journey on AWS #7
AWS usage from Korea gaming companies have been
growing for x10 during last four years
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Why gaming customers are choosing AWS?
1. Have a best global coverage
2. Most reliable cloud service : Availability and Multi-AZ
3. Can support enough capacity in case of huge success
4. Experiences on gaming customers
5. Various unique features for gaming companies
: ex) inter-region VPC peering, Aurora Multi Master, NLB/ALB and etc
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Pls think of this…
1. Think big! Think bigger market! Think global!
 Design and architect games targeting global
2. Latency is NOT first. Think of latency between US west and east.
 Latency between inside of US is worse than Tokyo and HK
 Without this consideration, AWS HK region is coming soon.
(*) So, You can START to develop games on AWS
• Gaming companies need to develop games targeting global.
• Then, you need to design games overcoming latency at least up to
100ms.
• AWS is best choice and partner for your service. AWS is dominating
global gaming infrastructure market and I recommend to check why
and listen other global gaming companies feedback.
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Best Practices
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Best Practice reference architecture
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Why these two?
1. Large scale
deployment
2. Makes very good use of AWS service component
3. Everybody loves these games! (Fun to play!)
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Best Practice reference architecture - PUBG
Game server doesn’t communicate with the database
If a game session is completed, a game log is uploaded to AWS S3.
The request of BP payment is sent by AWS SQS
The ranking service calculates the ranking with uploaded game log.
 ELO ranking can’t be calculated before a round is completed
Players from all around the world
 people do not want to wait for everyone to finish, for their
rewards
 there are 100 players per game
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Best Practice reference architecture - PUBG
If you can, go for microservice
PUBG started with 8 internal services, now (2017, Sep) it has 23
> Result of Project Million
As a wise person once said, most responsive to change
will survive
So?
Service Discovery and SQS for message queue between
servers (every async message processing)
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Best Practice reference architecture - PUBG
Most important component: SQS
Slow, but not as slow as you think!
Can store as many as you can send
Consistent response time, regardless of the quantity of
Unless you delete it, it is there
Reliable!
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Best Practice reference architecture - Durango
Real time simulation of the sandbox game
Made with Python (Really?)
How?
Soooooooooo many data
How do we sync the data between servers?
SQS and Kinesis
Think of smooth data flow, not instant response
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Best Practice reference architecture - Durango
Thing to say on Durango is:
1. They benefited flexibility of cloud
2. How fast can your “burst” burst, without self-exploding?
• Hundreds and thousands of servers x n!
3. Limit increase fast enough?
4. Use your TAM
5. Can do so many things in an instant by automation
• Use cloud formation
• EKS – Kubernetes
• Terraform
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Best Practice reference architecture
Just remember,
1. If possible, choose cloud native solutions
• Local solution might have *some* advantage, but in the long run,
cannot sustain
2. Have flexible instance size in mind
• m4.large to c5.xlarge or r4.xlarge depending on memory/ cpu
requirement
3. Many instance types can burst up to 10Gbps
4. If using Windows, don’t forget to keep the AWS driver up to date!
5. Using c5 or m5 will provide improved performance CPU/ IO
© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Q & A

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Korea Gaming Industry Experience and Architecture Sharing

  • 1. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. HwanBin Kang (KR Gaming team – Sr. Account Manager) Sungsoo Khim (KR Gaming team – Sr. Solutions Architect) Korea Gaming Industry Best Practice and Experience Sharing
  • 2. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Agenda • About Speakers • Gaming customers references • Best practices • Korean gaming customers’ journey on AWS • Why they chose AWS? • Dive deep into best practice architecture
  • 3. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. About Speakers 姜 換 彬 Sr. Account Manager Worked with KR gaming companies since 2014 金 聖 洙 Sr. Solutions Architect Worked with KR gaming companies since 2017
  • 4. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. All of top 15 companies are using AWS in Korea 500+ KR Gaming companies are using AWS
  • 5. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. AWS helped smooth mobile transition from PC online game
  • 6. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Many of Korea gaming companies are delivering success stories in global
  • 7. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Also, many Korean games are very successful in HongKong
  • 8. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Using Tokyo region for HongKong service – KR games • PUBG is no.1 PC online game in platform with more than 3M Concurrent users(CCU). • Developed on AWS, running on AWS • Using Tokyo region for HongKong service • No.1 mobile game in Korea in 2017. • Generated approx. $1B in 2017 with single game in global. • Using Tokyo region for HongKong service. • Nexon’s first mobile game ranked no.1 in gross chart. • Awarded as best game in 2016 in Korea. • Using Tokyo region for Korea and HongKong service
  • 9. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Latency between Tokyo region and HK is good enough to service high quality games!
  • 10. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Best Practice #1 – Players Unknown Battle Ground(PUBG) 1. Dramatic & unexpected success in global : Daily CCU Without AWS, PUBG cannot deliver huge success in global – Kevin Yoo(Bluehole head of Tech) Detailed events in 2017 April 20th 100K CCU June 4th 200K CCU July 30th Service failure just before half million  According to the reasons of failure, it is determined that we couldn’t hold 600K users  Began to think about the incensement of users seriously  Started the “Project million” Aug 27th 870K CCU  Surpassed “DOTA 2” Ranked as the first at the Steam  Started the “Project two million" Sep 23rd 1.5M CCU Oct 11th 2M CCU : Started “Project four million” Dec 30th 3M CCU 2. Developed, operating and analyzing on AWS - Using DynamoDB as main DB - Using AWS native services in backend to reduce development time
  • 11. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Best Practice #2 – Durango(mobile MMORPG from Nexon) • Most successful mobile game in Nexon’s(#1 gaming company in Korea) history • Developed 5+ years on AWS • Using various cloud native services Aurora, ECS, Lambda, Kinesis, EMR, Elastic Search, Elastic Cache, SQS, S3, ELB, Route53 and etc
  • 12. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Similarities between globally successful games 1. Targeted global from development stage 2. Using AWS from development stage 3. Launching games on AWS Using Tokyo region instead of Seoul region to maximize global coverage in single MMO world 4. Analysis data on AWS and reflect requirement in games
  • 13. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Korea gaming customers’ journey on AWS #1 Using AWS for global mobile game service : 2013-2014 Gaming customers’ experiences ¤ Fully understand benefit on cloud service : Can easily expand to global ¤ AWS is best cloud service among various cloud service provider
  • 14. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Korea gaming customers’ journey on AWS #2 Using AWS for mobile Korea mobile game service : 2015 Gaming customers’ experiences ¤ Using Tokyo region : Latency between Korea and Tokyo is average 40-50ms ¤ Up to 100ms of latency is enough for most of mobile games
  • 15. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Korea gaming customers’ journey on AWS #3 AWS Seoul region launch : 2016
  • 16. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Korea gaming customers’ journey on AWS #4 Expand AWS adoption into PC online games : 2016 Gaming customers’ experiences ¤ AWS is providing enough computing power for PC online games ¤ Trying to develop global one world MMORPG games using AWS global network
  • 17. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Korea gaming customers’ journey on AWS #5 2016-2017  Start to close oversea on-premise datacenter  Start to close Korea on-premise datacenter from mid- sized gaming companies
  • 18. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Korea gaming customers’ journey on AWS #6 Start to develop cloud native games after many cloud native games’ success Gaming customers’ experiences ¤ Understanding AWS is very important to develop game as more fault tolerance ¤ Cost effective
  • 19. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Korea gaming customers’ journey on AWS #7 AWS usage from Korea gaming companies have been growing for x10 during last four years
  • 20. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Why gaming customers are choosing AWS? 1. Have a best global coverage 2. Most reliable cloud service : Availability and Multi-AZ 3. Can support enough capacity in case of huge success 4. Experiences on gaming customers 5. Various unique features for gaming companies : ex) inter-region VPC peering, Aurora Multi Master, NLB/ALB and etc
  • 21. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Pls think of this… 1. Think big! Think bigger market! Think global!  Design and architect games targeting global 2. Latency is NOT first. Think of latency between US west and east.  Latency between inside of US is worse than Tokyo and HK  Without this consideration, AWS HK region is coming soon. (*) So, You can START to develop games on AWS • Gaming companies need to develop games targeting global. • Then, you need to design games overcoming latency at least up to 100ms. • AWS is best choice and partner for your service. AWS is dominating global gaming infrastructure market and I recommend to check why and listen other global gaming companies feedback.
  • 22. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Best Practices
  • 23. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Best Practice reference architecture
  • 24. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Why these two? 1. Large scale deployment 2. Makes very good use of AWS service component 3. Everybody loves these games! (Fun to play!)
  • 25. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Best Practice reference architecture - PUBG Game server doesn’t communicate with the database If a game session is completed, a game log is uploaded to AWS S3. The request of BP payment is sent by AWS SQS The ranking service calculates the ranking with uploaded game log.  ELO ranking can’t be calculated before a round is completed Players from all around the world  people do not want to wait for everyone to finish, for their rewards  there are 100 players per game
  • 26. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Best Practice reference architecture - PUBG If you can, go for microservice PUBG started with 8 internal services, now (2017, Sep) it has 23 > Result of Project Million As a wise person once said, most responsive to change will survive So? Service Discovery and SQS for message queue between servers (every async message processing)
  • 27. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Best Practice reference architecture - PUBG Most important component: SQS Slow, but not as slow as you think! Can store as many as you can send Consistent response time, regardless of the quantity of Unless you delete it, it is there Reliable!
  • 28. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Best Practice reference architecture - Durango Real time simulation of the sandbox game Made with Python (Really?) How? Soooooooooo many data How do we sync the data between servers? SQS and Kinesis Think of smooth data flow, not instant response
  • 29. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Best Practice reference architecture - Durango Thing to say on Durango is: 1. They benefited flexibility of cloud 2. How fast can your “burst” burst, without self-exploding? • Hundreds and thousands of servers x n! 3. Limit increase fast enough? 4. Use your TAM 5. Can do so many things in an instant by automation • Use cloud formation • EKS – Kubernetes • Terraform
  • 30. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Best Practice reference architecture Just remember, 1. If possible, choose cloud native solutions • Local solution might have *some* advantage, but in the long run, cannot sustain 2. Have flexible instance size in mind • m4.large to c5.xlarge or r4.xlarge depending on memory/ cpu requirement 3. Many instance types can burst up to 10Gbps 4. If using Windows, don’t forget to keep the AWS driver up to date! 5. Using c5 or m5 will provide improved performance CPU/ IO
  • 31. © 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved.© 2017, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Q & A