Europe
When I joined Wargaming, they were already operating a server cluster based in Munich. However, this cluster had a limited capacity, accommodating only 60,000 to 80,000 concurrent players. Unfortunately, the data center housing the cluster lacked the spare capacity needed to expand and add more servers.
World of Tanks was experiencing a surge in popularity across Europe, and the Munich server cluster was struggling to keep up. This resulted in a noticeable decline in the quality of the gameplay experience.
USA
Driven by the tight deadline, I worked tirelessly for 12 to 14 hours each day, actively guiding the team and implementing the optimized processes. This involved everything from hands-on adjustments to sourcing necessary materials from local stores. Through this relentless effort, we successfully handed over the equipment to the network engineers and administrators within just five days, putting us on track for our E3 launch.
Ultimately, the implemented process optimizations proved to be a resounding success, slashing the launch time by an astounding 90% — from two months down to a mere five days. This remarkable achievement paved the way for a successful and timely launch at the E3 exhibition.
Recognizing the urgent need for a dedicated network team, I was given full autonomy to build one from the ground up. However, the task was complicated by the team's designated location: Minsk, a city that, at the time, lacked appeal for many tech professionals.
To lead the network department, I reached out to my trusted colleague and renowned network expert, Oleg Yudin. We had previously collaborated on building the backbone network for Corbina Telecom, and I knew his expertise would be invaluable in tackling the challenges ahead.
Together we assembled a team of talented network engineers who stabilized the network within a couple of months. Over the next three months, we further refined our operations, elevating the backbone network to the standards of a top-tier telecommunications provider.
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