Question 198:
Mountkirk Games makes online, session-based, multiplayer games for mobile platforms. They build all of their games using some server-side integration. Historically, they have used cloud providers to lease physical servers. Due to the unexpected popularity of some of their games, they have had problems scaling their global audience, application servers, MySQL databases, and analytics tools. Their current model is to write game statistics to files and send them through an ETL tool that loads them into a centralized MySQL database for reporting. Solution Concept - Mountkirk Games is building a new game, which they expect to be very popular. They plan to deploy the game`s backend on Google Compute Engine so they can capture streaming metrics, run intensive analytics, and take advantage of its autoscaling server environment and integrate with a managed NoSQL database. Business Requirements -Increase to a global footprintImprove uptime " downtime is loss of playersIncrease efficiency of the cloud resources we useReduce latency to all customers Technical Requirements - Requirements for Game Backend PlatformDynamically scale up or down based on game activityConnect to a transactional database service to manage user profiles and game stateStore game activity in a timeseries database service for future analysisAs the system scales, ensure that data is not lost due to processing backlogsRun hardened Linux distro Requirements for Game Analytics PlatformDynamically scale up or down based on game activityProcess incoming data on the fly directly from the game serversProcess data that arrives late because of slow mobile networksAllow queries to access at least 10 TB of historical dataProcess files that are regularly uploaded by users` mobile devices Executive Statement -
Answer options:
A. Store as much analytics and game activity data as financially feasible today so it can be used to train machine learning models to predict user behavior in the future. B. Begin packaging their game backend artifacts in container images and running them on Google Kubernetes Engine to improve the ability to scale up or down based on game activity. C. Set up a CI/CD pipeline using Jenkins and Spinnaker to automate canary deployments and improve development velocity. D. Adopt a schema versioning tool to reduce downtime when adding new game features that require storing additional player data in the database. E. Implement a weekly rolling maintenance process for the Linux virtual machines so they can apply critical kernel patches and package updates and reduce the risk of 0-day vulnerabilities.