 | MMO Architecture / Infrastructure
Having releasing 6 online games has given us a great insight into server architecture, hosting providers and bandwidth models and how best a deal can be structured to scale (both up and down!) as user demand changes.
In addition, we also cover things like coping with land rush, common client/server/network hacks and general weak points in the login/creation/enter world process as part of this.
Some examples of the architecture / infrastructures we have worked on as individuals include.
Dragon Empires (MMO, design and part implementation) Capre Diem (MMO, review and improvement to the architecture to reduce costs) 9Dragons (MMO, review) DDO (MMO, review) RFOnline (MMO, review) FURY (MMO, review / updates) |