Presented at the Sony DevCon 2014 in Los Angeles.
Killzone Shadow Fall is a first person shooter that has an online component where 24 players can compete. This session describes the server architecture behind it and touches on the various decisions we made to support scalability and maintaining the servers without downtime. We focus specifically on how we implemented our match making system and how it was made to scale. Finally we will show how we used telemetry to tune the system and to find problems post launch.
Tags: devcon, games, guerrilla, multiplayer, killzone, match making, scaling, server architecture, sony, telemetry, deployment, zero downtime.