1 00:00:00,001 --> 00:00:03,467 [Background Music] 2 00:00:03,467 --> 00:00:06,734 Pokemon Go is an Augmented Reality-based mobile 3 00:00:06,734 --> 00:00:10,567 game, which makes its users walk on the street and 4 00:00:10,567 --> 00:00:13,101 catch virtual Pokemon on their smartphone or 5 00:00:13,101 --> 00:00:16,901 tablet. This way, they can create a big roster of 6 00:00:16,901 --> 00:00:20,301 their Pokemon and possibly become a Pokemon master. 7 00:00:21,567 --> 00:00:23,934 If we consider growth stories of popular 8 00:00:23,934 --> 00:00:27,601 mobile games, initially they have less users who 9 00:00:27,601 --> 00:00:31,001 helped join the game impressed by the idea or content. 10 00:00:32,067 --> 00:00:34,534 Over time, they gain more users due to 11 00:00:34,534 --> 00:00:38,367 positive ratings and word of mouth. And finally, 12 00:00:38,367 --> 00:00:41,667 their users increased rapidly and the game becomes 13 00:00:41,667 --> 00:00:44,701 a trend. This series of growth has a lot of 14 00:00:44,701 --> 00:00:48,234 advantages, developers can determine what worked 15 00:00:48,234 --> 00:00:51,601 and what didn't. They can gain some revenue before 16 00:00:51,601 --> 00:00:54,801 scaling wide, so the risk would also become less, 17 00:00:54,967 --> 00:00:57,701 and they can have enough time to spread out their 18 00:00:57,701 --> 00:01:00,334 servers and cover different countries in the world. 19 00:01:00,401 --> 00:01:03,667 But Pokemon Go's case was different. Due to 20 00:01:03,667 --> 00:01:06,867 phenomenal fandom across the world, the hype for 21 00:01:06,867 --> 00:01:09,634 the game had already been generated. When they 22 00:01:09,634 --> 00:01:12,267 launched their game in Australia and New Zealand, 23 00:01:12,367 --> 00:01:15,701 they were expecting a few 100,000 users to log in 24 00:01:15,701 --> 00:01:18,234 during the initial phase, which was around two 25 00:01:18,234 --> 00:01:22,467 weeks. But that amount was crossed right after 15 26 00:01:22,467 --> 00:01:25,634 minutes of release. In worst case, they had 27 00:01:25,634 --> 00:01:28,801 prepared for five times more users than expected. 28 00:01:29,734 --> 00:01:32,501 But just within a couple of days, the number of 29 00:01:32,501 --> 00:01:37,267 users had exceeded 50 times of their expectations. 30 00:01:37,601 --> 00:01:41,367 It means there were millions of users to begin with. 31 00:01:41,367 --> 00:01:44,201 This was a huge challenge to overcome. 32 00:01:44,201 --> 00:01:47,501 They had to scale rapidly and make sure that their users 33 00:01:47,501 --> 00:01:50,567 didn't see something like this. 34 00:01:51,501 --> 00:01:54,867 The solution was figured out even before the problem occurred. 35 00:01:55,301 --> 00:02:00,267 Pokemon Go was developed largely on Java, C++ and C#. 36 00:02:00,267 --> 00:02:02,634 But the services were hosted using Docker 37 00:02:02,634 --> 00:02:05,367 and Kubernetes as a managed solution provided by 38 00:02:05,367 --> 00:02:08,800 Google Cloud. This way, they had a backup of 39 00:02:08,800 --> 00:02:11,234 Google's infrastructure, and they could scale as 40 00:02:11,234 --> 00:02:14,201 much as they wanted rapidly. They didn't have to 41 00:02:14,201 --> 00:02:17,734 set up servers or perform immediate hiring or contract services. 42 00:02:18,334 --> 00:02:20,534 In fact, solutions were so 43 00:02:20,534 --> 00:02:23,201 efficient that while releasing the game in Japan, 44 00:02:23,201 --> 00:02:26,101 they simultaneously brought up over 1000 new 45 00:02:26,101 --> 00:02:28,901 Kubernetes nodes, while making sure the previously 46 00:02:28,901 --> 00:02:32,201 running ones were completely unaffected. This way, 47 00:02:32,201 --> 00:02:35,134 they gain more users while keeping their already 48 00:02:35,134 --> 00:02:36,634 large user base happy. 49 00:02:37,134 --> 00:02:40,767 In next sessions, we will learn Kubernetes on Cloud.