aws summit seoul 2015 - aws 클라우드와 함께하는 게임 성공 방정식

34
Formula for Success with AWS (AWS와 함께 하는 성공 방정식)

Upload: amazon-web-services-korea

Post on 15-Jul-2015

790 views

Category:

Technology


5 download

TRANSCRIPT

Formula for Success with AWS (AWS와함께하는성공방정식)

AWS Korean Gaming Customers

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

Spot Price History

50%

% of

On-Demand

Price ($0.35)

21%

11%

• Goal – Drive players to our other games

• Platform – Android

• Test – Which image is clicked on more

CROSS PROMOTION

A/B 테스트

CROSS PROMOTION

A/B 테스트결과

Post Match

Heat map

Real-Time

Heat map

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

게임생명주기에따른서버 Scale In/Out

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

•2M DAU in Facebook

•$1.5M/mo from 11 Different Games

•One game Launch per Month

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

11 Regions

28 Availability Zones

53 CloudFront POPs

Continuous Expansion

글로벌진출이어렵지않은이유

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~ ??

Multi Devices(TV, Smart Phone,Console,Tablet)

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

PLACE