|Session Name:||Making "Big Data" Work for 'Halo': A Case Study|
|Company Name(s):||Microsoft, 343 Industries|
|Track / Format:||Programming|
In 2012, 343 decided to embark on creating a completely new telemetry infrastructure, overhauling its data gathering capabilities. The studio went from end-of-game snapshot data to a hybrid model which adds real-time telemetry transmission that feeds into streaming analytics in the cloud. This is their story: of the challenges that were faced, and the treasures that were won.
We all want to make our games better, and gathering information is naturally the first step to understanding player's experiences. With the advent of "Big Data," we face a daunting challenge in identifying the most useful information in a sea of facts, as well as gathering large volumes of data without impacting the game itself. Tom Mathews would like to share with you how they approached this problem space, and provide a few pointers for those that follow in their footsteps. See you there!