Game Development Infrastructure
summary
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.
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chapters (8)
- 0:00Introduction
- 3:20Game asset storage
- 11:53Artist file issues
- 16:53Storage and backups
- 21:58Unreal Engine build
- 24:38Monitoring and logging
- 28:35Server infrastructure
- 31:29Q&A
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