[Music]
thank you Peter
I'm great to be here tonight to assure
the story of epic games a lot of you
probably know epics from xscape some
very popular games like Gears of War or
for tonight so epics actually been
around since around 1991 we've
continually added new games to our
roster since then today we have over 800
employees and 25 different Studios
around the world and we actually have
several more studios that will have even
by the end of the year so we're not only
about games either though despite our
name so we also created something called
the Unreal Engine which is a suite of
creation tools that developers use to
create some amazing interactive
experiences unreal has been the chord
epics business for many many years we
have over seven million developers
around the world who use on religion
today so to build highly interactive
experiences on PC console virtual
reality mixed reality and more other
platforms so let's show you a little out
the power of the Unreal Engine so here's
an example this is actor your Andy
Serkis Lord of the Rings movie and
Gollum Fame so we're actually in real
time transferring the facial expressions
from Andy onto these digital characters
before this type of technology you know
you might have to record it and then
play it back later but now you can see a
near final composition in real time
pretty amazing stuff I could talk about
the engine all day but let's talk about
for tonight so again a lot of you know
for tonight it's become a pop culture
phenomenon it's a free-to-play 100
player last-man-standing game in
fortnight has attracted quite a lot of
players in fact we have a 200 million
players now worldwide picking it over 8
million concurrent players at a time so
imagining after skydiving out of a
floating bus shooting it out with other
players and building distension
structures on your way to winning the
game what we like to call a victory rail
if you have millions of current players
playing the game right now so let's show
you what
actually powering all this so around
2014 Epic Games began a transition from
a developer of games like Gears of War
to a publisher of online games using a
games as a service model we needed a
reliable for cloud partners so we could
really focus on innovating with our
products and on our platform alright as
you can see like we're heavily reliant
on database now with all the different
services views and it's become a
critical part of our operations for both
port Knight and the platform that powers
it so a TMS has really enabled us to
grow for tane has drawn more than a
hundred times in the last 12 months
alone so scaling Beatty has been really
key for us here we run our game servers
in more than two dozen availability
zones twice our e26 availability zones
around the world right now and we have
been almost 10 times difference in
workloads between peak and low peak in
any particular region so elasticity is
really really important for us that the
cloud provides so with Port night we
really test the boundaries of scale as
part of the storytelling for fortnight
we put on these one-time events that
lasts only several minutes each right we
invite all of our players to come in at
the same time and participate in these
events and our first event we launched a
giant rocket ship we invited all hundred
25 million of our players at the time to
come in and play all at the same time we
achieved the level of scale never before
seen before in Port night possibly any
game in the world and then we did it
again fairly recently with an event the
community dub Kevin the cube it's a
little harder to explain you had to be
there
look it up on YouTube or twitch and you
can see all about it so it's really cool
but we really stretch the capacity
videos to the limits with these events
so let's take a closer look about how we
actually accomplish all that so as I
mentioned earlier fortnight runs
primarily in a dress we've got worldwide
game server fleet that runs across
multiple availability zones a set of
back-end services databases a website
that support all the game operations we
also have a very large analytics
pipeline that supports all of our
products including Unreal Engine for
tonight and others in the future we have
dozens of micro services using a variety
of technologies from Java akka and even
go
don't have time to talk to them at all
but let's talk about our analytics
pipeline so these stats largely speak
for themselves
we have game clients that are constantly
sending data to us in analytic pipelines
that hands an enormous much lemon tree
data coming in from users and a
large-scale infrastructure for managing
all of that data 125 million events per
minute leading to a staggering 5
petabytes of data per month that we're
at right now so how do we manage all of
this so our entire analytics pipeline
runs on the edge best infrastructure we
have telemetry from multiple sources
coming into our Croesus stream where we
have a real-time pipeline driven largely
by spark dynamo d for temporary storage
feeding tools like or fana a scoreboards
API which I'll talk about a little bit
and some real-time sequel type tools
that analysts can use for analysis we
also have a batch pipeline where all
data incoming data comes into s 3 s 3 is
our data Lake it's where we store
everything and then on top of that we do
a bunch of EMR processing to batch ID up
into tables and then use high / S 3 to
actually expose those tables right to
tools like tableau and other things that
we're going to do and then finally we
have a bunch of ad-hoc sequel analysis
tools that analysts can use to do deeper
dive on gameplay geometry data so what
do we do with all this data so one of
the things we do is we monitor service
health so the client is a great early
warning mechanism for a lot of different
types of issues the client really
understands the user experience there's
a lot of things we can actually monitor
from the client side that you can't
actually monitor from back-end at all
things like ISP outages and other types
of issues like that
so another thing we use is our
tournaments so we've actually run
multiple tournaments over the last year
for fortnight using the Internet master
set up into custom rules for basically
determining who wins the game and we
give out everything from swag to money
as prizes we've actually announced over
a hundred million dollars in prizes over
the next year alone that would be giving
away for these competitions then we use
it for basic KPIs all the publishing
kpi's that you use to run the business
things like you know average revenue per
user month active user daily
etc and then finally we use it for
deeper game analysis basically looking
at the design of the game and to make it
better so as we look ahead one of the
things we look thing about is global
resiliency well a lot of the game
servers themselves are distributed a lot
of our servers are actually still
running in a single availability zone
which isn't great if we have a problem
in terms of the number users impacted so
always something that we're trying to
improve on with the with our growth
where do we always want to find better
ways of managing these micro services so
we're looking at technologies like eks
and cooper Nettie's to help us so the
management tools and then being one of
the biggest games in the world we have
to be really village vigilant against a
bunch of bad actors who are just
constantly attacking our services trying
to gain favor so we're looking at things
like Amazon guard dude and other things
to help with threat detection we're also
looking at tools like Neptune to build a
social graph and potentially implement
some anti-fraud tools so we've been
really busy and recently we launched a
new limited time mode for fortnight
called food fight the Battle of der
burger versus pizza pit has begun one
wall two on trees the food fight is on
let's watch the trailer
[Music]
so as you can see there's really no
limit to their zini antics we can get
away with in fortnight with things like
we do like that please everyone enjoy
the rest of you baton and I will see you
at the food fight thank you very much
[Applause]
[Music]