Mountkirk Games makes online, session-based, multiplayer games for mobile platforms.
They have recently started expanding to other platforms after successfully migrating their on-premises environments to Google Cloud.
Their most recent endeavor is to create a retro-style first-person shooter (FPS) game that allows hundreds of simultaneous players to join a geo-specific digital arena from multiple platforms and locations.
A real-time digital banner will display a global leaderboard of all the top players across every active arena.
Solution concept - Mountkirk Games is building a new multiplayer game that they expect to be very popular.
They plan to deploy the game's backend on Google Kubernetes Engine so they can scale rapidly and use Google's global load balancer to route players to the closest regional game arenas.
In order to keep the global leader board in sync, they plan to use a multi-region Spanner cluster.
Existing technical environment - The existing environment was recently migrated to Google Cloud, and five games came across using lift-and-shift virtual machine migrations, with a few minor exceptions.
Each new game exists in an isolated Google Cloud project nested below a folder that maintains most of the permissions and network policies.
Legacy games with low traffic have been consolidated into a single project.
There are also separate environments for development and testing.
Business requirements -Support multiple gaming platforms.Support multiple regions.Support rapid iteration of game features.Minimize latency.Optimize for dynamic scaling.Use managed services and pooled resources.Minimize costs.
Technical requirements -Dynamically scale based on game activity.Publish scoring data on a near real-time global leaderboard.Store game activity logs in structured files for future analysis.Use GPU processing to render graphics server-side for multi-platform support.Support eventual migration of legacy games to this new platform.
Executive statement - Our last game was the first time we used Google Cloud, and it was a tremendous success.
We were able to analyze player behavior and game telemetry in ways that we never could before.
This success allowed us to bet on a full migration to the cloud and to start building all-new games using cloud-native design principles.
Click on the arrows to vote for the correct answer
A. B. C. D.A.
The most suitable option for Mountkirk Games to deploy their new multiplayer game would be to use Google Kubernetes Engine (GKE) to host the game backend and a global load balancer to route players to the closest regional game arenas.
Option A is not the best choice as it involves managing individual Compute Engine instances and does not leverage the benefits of containerization and Kubernetes orchestration.
Option B is not the best choice either, as it involves using a third-party tool called kubemci to manage the load balancing of the game backend, which is unnecessary as GKE provides built-in load balancing features.
Option D is also not the best choice, as Anthos is not required for this scenario, as the game backend can be deployed directly on GKE.
Therefore, option C is the most appropriate solution for Mountkirk Games as it involves configuring a global load balancer with GKE, which allows for dynamic scaling, minimizes latency, and optimizes costs. The use of a global load balancer ensures that players are routed to the closest regional game arena, which helps to minimize latency.
In addition, using GKE allows for rapid iteration of game features, as well as the eventual migration of legacy games to the new platform. The use of managed services and pooled resources also helps to minimize costs.
To summarize, the best solution for Mountkirk Games to deploy their new multiplayer game would be to use GKE to host the game backend and a global load balancer to route players to the closest regional game arenas, which meets the business and technical requirements while also being cost-effective.