VOOZH about

URL: https://thenewstack.io/how-kubernetes-accelerates-multiplayer-game-development/

⇱ How Kubernetes Accelerates Multiplayer Game Development - The New Stack


TNS
SUBSCRIBE
Join our community of software engineering leaders and aspirational developers. Always stay in-the-know by getting the most important news and exclusive content delivered fresh to your inbox to learn more about at-scale software development.
REQUIRED
It seems that you've previously unsubscribed from our newsletter in the past. Click the button below to open the re-subscribe form in a new tab. When you're done, simply close that tab and continue with this form to complete your subscription.
The New Stack does not sell your information or share it with unaffiliated third parties. By continuing, you agree to our Terms of Use and Privacy Policy.
Welcome and thank you for joining The New Stack community!
Please answer a few simple questions to help us deliver the news and resources you are interested in.
REQUIRED
REQUIRED
REQUIRED
REQUIRED
REQUIRED
Great to meet you!
Tell us a bit about your job so we can cover the topics you find most relevant.
REQUIRED
REQUIRED
REQUIRED
REQUIRED
REQUIRED
Welcome!

We’re so glad you’re here. You can expect all the best TNS content to arrive Monday through Friday to keep you on top of the news and at the top of your game.

What’s next?

Check your inbox for a confirmation email where you can adjust your preferences and even join additional groups.

Follow TNS on your favorite social media networks.

Become a TNS follower on LinkedIn.

Check out the latest featured and trending stories while you wait for your first TNS newsletter.

PREV
1 of 2
NEXT
VOXPOP
As a JavaScript developer, what non-React tools do you use most often?
Angular
0%
Astro
0%
Svelte
0%
Vue.js
0%
Other
0%
I only use React
0%
I don't use JavaScript
0%
Thanks for your opinion! Subscribe below to get the final results, published exclusively in our TNS Update newsletter:
NEW! Try Stackie AI
From clobbered drafts to real-time sync
Apr 14th 2026 10:00am, by David Moore
TypeScript 6.0 RC arrives as a bridge to a faster future
Mar 14th 2026 9:00am, by Darryl K. Taft
Mastra empowers web devs to build AI agents in TypeScript
Jan 28th 2026 11:00am, by Loraine Lawson
2020-12-02 03:00:56
How Kubernetes Accelerates Multiplayer Game Development
profile,sponsor-honeycomb,sponsored,sponsored-event-coverage,
Cloud Native Ecosystem / Kubernetes / Software Development

How Kubernetes Accelerates Multiplayer Game Development

Using Kubernetes, NetSpeak was able to build a platform that would serve thousands of concurrent users and handle thousands of requests per second in a way could scale elastically,
Dec 2nd, 2020 3:00am by Emily Omier
👁 Featued image for: How Kubernetes Accelerates Multiplayer Game Development
Honeycomb sponsored this post. Insight Partners is an investor in Honeycomb and TNS.

Honeycomb is sponsoring The New Stack’s coverage of Kubecon+CloudNativeCon North America 2020.

Do you know how long it used to take to build a game? For multiplayer games such as “World of Warcraft,” it can take between four and five years, not including the constant patching that takes place after the game ships according to Dominic Green, head of platform at computer game builder Netspeak Games, who spoke about his experience of setting up a game development platform using Kubernetes at this year’s KubeCon+CloudNativeCon.

By using Kubernetes and containerized support tools, Netspeak has been able to dramatically cut the time to build multiplayers, which now the company can assemble in as little time as six months.

Development speed matters in gaming. Game companies need to get their products in front of players, and they need feedback to figure out if the game is a hit or a bust. That’s especially true in the free-to-play market, where attracting and retaining users is critical to business success and competition is fierce.

Multiplayer games can take at least dozens of engineers to build, and can often involve a lot of custom backend development. The role of the infrastructure team (or, in Green’s case, his role, since he is the platform team at Netspeak Games) is to make it easy for the other members of the game team, especially the artists, to get their work done. In his experience, only about 25% of the game development time is spent on technology-related tasks, of which infrastructure management is just one part. The bulk of the time is spent on content — which is why gaming companies have so many artists.

Nonetheless, the right infrastructure can help speed up the creative part of game development as well, and Green’s goal in building the Netspeak Games platform was to eliminate as much friction as possible for the game team. But he also had to make the best use of his own time, too. To that end, he leaned heavily on open source and never built anything from scratch unless absolutely necessary.

Even as a single engineer, Green was able to build a platform that would serve thousands of concurrent users and handle thousands of requests per second in a way could scale elastically, could run in multiple locations to reduce latency for users around the globe and that would still be easy for the game team to use. Netspeak was able to go from idea to a finished game in production in six months, even with those constraints.

Green chose Kubernetes to manage scalability and because it would allow the game to run in any cloud provider or on bare metal — but that doesn’t mean that getting a gaming platform to work on Kubernetes magically solved all the problems.

First of all, containerizing the Unreal Engine was hard — the version Netspeak was using was rebuilt in 2005 and is not even close to being compatible with cloud native. Containerizing Unreal required cross-compiling from Windows to Linux.

Getting multiple containers to run on a single node without a collision was also challenging. Scaling up was easy, but scaling down without killing pods that had active users connected was also not simple — Similarly, figuring out how to upgrade without interfering with active players was a challenge. Green ended up solving those problems with Agones, an open source project that makes it easier to host, run and scale game servers on Kubernetes.

KubeCon+CloudNativeCon is a sponsor of The New Stack.

Feature image by allinonemovie via Pixabay.

Honeycomb is the observability platform that enables engineering teams to find and solve problems they couldn’t before. Insight Partners is an investor in Honeycomb and TNS.
Learn More
The latest from Honeycomb
TRENDING STORIES
Emily helps open source startups accelerate revenue growth with killer positioning. She writes about entrepreneurship for engineers, and hosts The Business of Open Source, a podcast about building open source companies.
Read more from Emily Omier
Honeycomb sponsored this post. Insight Partners is an investor in Honeycomb and TNS.
SHARE THIS STORY
TRENDING STORIES
TNS owner Insight Partners is an investor in: Honeycomb.
SHARE THIS STORY
TRENDING STORIES
TNS DAILY NEWSLETTER Receive a free roundup of the most recent TNS articles in your inbox each day.
The New Stack does not sell your information or share it with unaffiliated third parties. By continuing, you agree to our Terms of Use and Privacy Policy.