Building a Near Real-Time Pipeline for All Things Blizzard

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With six massively successful game franchises, such as World of Warcraft and Overwatch, Blizzard Entertainment generates a ton of data. Harnessing this data quickly reduces response times for customer-impacting events, helps identify potential problems early, lets them know which game features are working best (or not the best...), and improves all around "time to insight" for any questions they may have throughout their business.

Jordan and Chris will share how they leverage Elasticsearch, Logstash, Kafka, Kibana, tribes, and Node.js to generate actionable value from gamer and server events. You will leave with an appreciation of how they push the limits of technology for the love of the game, and the player.

Chris Burkhart

Chris Burkhart is a Technical Lead on the Data Team at Blizzard, responsible for the customer facing pieces of Blizzard’s big data infrastructure. The data team at Blizzard is responsible for building, scaling, and maintaining a data pipeline that’s utilized by each of the game teams for near real time information about the state of their games. Prior to coming to Blizzard, he held a variety of leadership and management roles, predominantly at early stage startups.

Jordan Irwin

Jordan Irwin is a Technical Lead in Battle.net Engineering Systems at Blizzard Entertainment, helping build a massive data platform to support World of Warcraft, Overwatch, StarCraft, Diablo, Heroes of the Storm, and Hearthstone. He's spent years building various platforms that provide analytics to engineers and analysts to improve how games are built and the business operates. He has a MBA and BA of Computer Science from Louisiana State University.