Published on March 5, 2014
SpaceApe Games Millions of Players ● Tens of Thousands Concurrently ● AWS: ec2, s3, sns, redshift, etc. ● Scala, JVM, redis, DynamoDB ●
What Does He Know? Managed 1000s of EC2 instances for EA Playfish, big Chef project ● Opscode* described this as one of the most advanced in Europe ● Author of the world's first and only pure S/390 assembler astrological prediction engine ●
Lies My job is to run a game ● We are afraid of change ● Thou shalt not touch production ● We do everything correctly ●
Organising Things Ops repo: bundle, standard tools ● Shell Helpers ● Try not to write “ops code” ● One operational language: ruby ●
Make things visible Events to hipchat ● Graphs ● Logstash ● Dashing dashboards ● Anybody can commit to ops and chef repos ●
Things we like CFNDSL for CloudFormation ● Branching! ● ElasticSearch clustering is great ● Version documentation alongside the thing it describes ● Unit Testing Chef ●
Things we dislike Wrapper cookbooks are the devil's spawn ● Cloudformation's lack of dry-run ● Graphite + consistent hashing is hard to scale on-line ● DynamoDB toolchain is weak ●
Parting thoughts Beware the bandwagon ● Weak tooling will destroy a movement ● We're lucky to be in a industry that lends itself to this style of working ●
Contact spaceapegames.com ● @SamuraiSiege ● email@example.com ●
Space Ape Games is an Award Winning Mobile/Social Gaming startup founded in 2012, based in London.
Posts about DevOps written by joshpmcghee, Space Ape Games, and louismccormack
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Josh McGhee. DevOps Engineer - Space Ape Games. Location London, United Kingdom Industry Computer Games
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