~/talk

Game Development Infrastructure

TalkinRussianat DelEx Conf 2018 · on Saturday, 2018-02-17· [devops-and-delivery]
slides:none on file

Describes a game studio’s infrastructure for storing and building versioned code and terabytes of binary art: they moved from Mercurial to git lfs to avoid costly compression/decompression, use LizardFS as an object store planning for 10–20 TB, and handle very large CI artifacts (one build ~23 GB) requiring isolated Unreal Engine instances. Services run in Docker with Jenkins for CI, Prometheus/Grafana monitoring, Elasticsearch logging, and Gentoo hosts on Proxmox virtualization.

AI-written summary · about

  1. 0:00Introduction
  2. 3:20Game asset storage
  3. 11:53Artist file issues
  4. 16:53Storage and backups
  5. 21:58Unreal Engine build
  6. 24:38Monitoring and logging
  7. 28:35Server infrastructure
  8. 31:29Q&A
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