aws summit seoul 2015 - aws 클라우드와 함께하는 게임 성공 방정식
TRANSCRIPT
Formula for Game Success (게임성공방정식)
민첩함 𝐴𝑔𝑖𝑙𝑖𝑡𝑦 ×수익화(𝑀𝑜𝑛𝑒𝑡𝑖𝑧𝑎𝑡𝑖𝑜𝑛)
위험성(𝑅𝑖𝑠𝑘)
비전(𝑉𝑖𝑠𝑖𝑜𝑛)
𝑓 𝐺𝑎𝑚𝑒 𝑆𝑢𝑐𝑐𝑒𝑠𝑠 =
게임의생명주기에따른성공요소들
Planning AcquisitionDev/Test RetentionNext
Launch
Users
Try & Error CBT
(Closed Beta)
Performance
Test
Marketing
(Free to Play)
Daily RewardIn-app
Purchase
Appstore
Featuring
Push NotificationStore Design
Go Global
Next Season
Launch
Time
Agility
Monetization
Vision
Minimize Risk
게임의생명주기에따른성공요소들 - 민첩성
Planning AcquisitionDev/Test RetentionNext
Launch
Users
Try & Error CBT
(Closed Beta)
Performance
Test
Marketing
(Free to Play)
Daily RewardIn-app
Purchase
Appstore
Featuring
Push NotificationStore Design
Go Global
Next Season
Launch
Time
Agility
Monetization
Vision
Minimize Risk
민첩성과성공의관계
Time
Scale
Started: developed 51 games, none
very successful. But then game 52…
Now: downloaded
1B times on
AppStore
슈퍼셀의성공비결
“우리는 크게 성공하기 위한 가장 좋은 방법은 팀을작게 유지하는 것임을 알아 냈다”“We’ve found the best way to get big is by being small”
Programmable Infrastructure
Scale to Meet Business Rules
var Event = New Date(“Daily @9 am”);
var ASG = New AutoSaclingGrp();
ASG.ScheduledCapacity(Event,10);
Infrastructure as Code
var Server = New Ec2Instance();
Server.Start();
…
Server.Terminate();
Compute
Storage
Security Scaling
Database
NetworkingMonitoring
Messaging
Workflow
DNS
Load Balancing
BackupCDN
AWS의모든것은CLI, API, Console을통해접근함
게임의패턴, 시스템정책, 환경변수등에따라모든
것을자동화함!
Cloud
Formation
Auto
Scaling
Code
Deploy
OpsWorks CloudWatch Code
Pipeline
Code
Commit
SQS SWF
Amazon.com의배포스케일, 주기
11.6s
배포간평균시간(weekday)
1,079
하루중최대배포횟수
10,000
한번의배포로영향을받는
평균호스트의개수
30,000
한번의배포로영향을받는최대호스트개수
Amazon.com 의배포
With Automated Rollbacks
게임의생명주기에따른성공요소들 - 수익화
Planning AcquisitionDev/Test RetentionNext
Launch
Users
Try & Error CBT
(Closed Beta)
Performance
Test
Marketing
(Free to Play)
Daily RewardIn-app
Purchase
Appstore
Featuring
Push NotificationStore Design
Go Global
Next Season
Launch
Time
Agility
Monetization
Vision
Minimize Risk
AWS를활용한 4가지수익화전략
최대한 많은 데이터를 수집한다. (버리는 데이터는 없어야 한다)
최대한 병렬적/온디맨드로 처리할 수 있는 구조를 만든다.
실제 게임 런칭 후 실 데이터를 통한 A/B 테스트를 진행한다.
실시간 분석을 통해 최대한 빠르게 업데이트 주기를 완성한다.
1
2
3
4
모두저장하고 90% 저렴한컴퓨트자원을사용한다!
홍성진 : 저희는 게임 로그가 많이
남는편입니다. 전체로 따지자면 하루 평균
600기가정도가 남는 것 같아요. 국내만
치더라도 대충 200기가정도 남는데, 이정도
용량이면 분석을 하지 않고 로그만 남겨도
비용이 상당히 많이 듭니다. 요즘에는
데이터 분석을 통해 새로운 기능을 넣는
경우가 많아 일단은 다 저장하고 있습니다.
- Inven 인터뷰 중
STORE Analyze
• Goal – Drive players to our other games
• Platform – Android
• Test – Which image is clicked on more
CROSS PROMOTION
A/B 테스트
게임의생명주기에따른성공요소들 – Risk 최소화
Planning AcquisitionDev/Test Retention Next Launch
Users
Try & Error CBT
(Closed Beta)
Performance
Test
Marketing
(Free to Play)
Daily RewardIn-app
Purchase
Appstore
Featuring
Push NotificationStore Design
Go Global
Next Season
Launch
Time
Agility
Monetization
Vision
Minimize Risk
게임업체의 AWS 사용패턴
개발 시점 기능 테스트 시점 운영 중후반기운영 초중반
Auto scaling Group
Security Group
Security Group
Root Volume
Data Volume
Logs
AmazonEBS Snapshot
EC2 Instance
CloudFrontDistribution
AmazonS3 Bucket
클라우드도입에따른역할변화 사업부/IT 부서간피드백시스템
Governance Process
Change vs. In-house Private
Public Cloud Comments on Public Option
재무적관리/모니터링
매우높아짐 Unless moving all infrastructure, more choice means more invoice complexity, but there are tools to help manage.
성능측정/모니터링
매우높아짐 External provider to manage.
RelationshipManagement
No change or decreased
Provider replaces your hardware vendor relationships.
DemandManagement
No Change Even more important when scaling is automated
Issue Management No Change
Contract Management
No Change Standard contracts
Change Management
Decreased Nothing beyond managing the change windows
Strategy & Innovation
Decreased Market driven
HR Management Eliminated Provider manages the people associated with the service.
Asset & Eliminated Provider manages the assetsb
Source: IDG(Information Services Group), How Moving to IaaS Changes IT Staffing
비용절감을위한 IT와사업부서간협업강화
Line of Business (사업부)
IT Department (IT팀)
재무적관리와성능측정이매우중요해짐
1/3 Yr Contract
Scale Up/Down
Scale Out/In
Trusted Advisor
RI Analysis
Utilization Analysis
Cost Down
클라우드도입에따른부서간피드백시스템강화
게임의생명주기에따른성공요소들 - 비전
Planning AcquisitionDev/Test Retention Next Launch
Users
Try & Error CBT
(Closed Beta)
Performance
Test
Marketing
(Free to Play)
Daily RewardIn-app
Purchase
Appstore
Featuring
Push NotificationStore Design
Go Global
Next Season
Launch
Time
Agility
Monetization
Vision
Minimize Risk
Nintendo 3DS, Wii U
• 40 Titles running on AWS
• Covering Japan + EU + US + AP
• 1,000 EC2 Instances
• Redshift Datawarehousing
• 1/10 Total Cost of Ownership
게임 시장 환경의 변화
모바일 시대
Console Game PC Room SNS Game Tablet/TV GameFeature PhonePC MMORPGVES
3D GameText MUD CD Pkg GameMessenger
Game
Cloud GameCompetitionNetwork Game E Sports Smart PhoneAppstore OpenMagnetic
Video Base PC Base Mobile, Tablet, TV, SNS, Messenger.. ’10~ ??
Workload의복잡도
비즈니스
/기술적
임팩트
DR/BackupAdoption curve to maximise
value while focusing on least
complex areas.
게임업체의 AWS 도입커브
• AWS 컨설팅 파트너
• AWS의 정기 교육프로그램(http://aws.amazon.com/ko/training)
• 온사이트 세미나
• AWS Certificate (http://aws.amazon.com/ko/certification/)
• Professional Service
Ag
ility
, B
usin
ess
Inn
ovation, V
isio
n
AWS를 통한글로벌 진출
로컬 게임런칭
개발/QA환경
하드코어게임 런칭
데이터 분석
All-in
클라우드 게임스트리밍 게임