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Killzone's Game Servers: Flexible Architecture and Component-Based Design

01.06.2014
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For Killzone Mercenary and Killzone ShadowFall, Guerrilla Games and SCE Online Technology Group switched from an inflexible, classic 3-tier architecture to one using well understood tools and AWS technologies. This switch allowed them to deliver more title-specific features without losing the benefits of sharing code between titles easily.

This session covers problems in the previous architectures, how they fundamentally changed how they built game servers, some of the problems they faced while rebuilding from the ground up, and rabbit holes they got stuck down—both generally, and specific to their use of AWS Elastic Beanstalk, Amazon DynamoDB, and other AWS services. They show how they were able to react quicker to the changing needs of the title, make last-minute feature changes, whip up servers at a moment's notice, and switch out implementations when a new AWS feature came along that would deliver performance or cost improvements.