We here at Tripwire Interactive have worked with Multiplay to host our dedicated servers for Killing Floor 2. Their server hosting solution allowed us to improve player experience with features like automatic capacity scaling. The Multiplay staff I’ve worked with over the course of Killing Floor 2 made everything easy and understandable from a Production Director’s perspective. The tools they shared with us are also easy to use and they allowed us to help mold and shape them to what were our highest concerns. Overall it’s the 24/7 support and the rapid response time however that keeps us coming back. I would highly recommend Multiplay to any gaming studio looking to host servers.
Jimi Doss | Production Director | Tripwire Interactive
Tripwire Interactive is an American game development studio and publisher based in Roswell, Georgia, formed by members of the international team that created the acclaimed Unreal Tournament 2004 mod, Red Orchestra: Combined Arms.
Following successful iterations of Red Orchestra, Tripwire launch Killing Floor in 2009 and the sequel Killing Floor 2 in 2016.
Tripwire selected Multiplay to provide the hosting platform for the launch of the hugely popular Killing Floor 2, due to our track record of supporting multiplayer titles of a similar scale across multiple platforms. Killing Floor 2 was initially released into early access for community PC gamers in April 2015. Tripwire needed a partner to support this activity as a high capacity dedicated partner plus also officially release the game across PC and PS4 consoles.
Multiplay’s platform ran the Killing Floor 2 game server infrastructure with a core of bare metal data centres alongside multiplay cloud vendors, including Google Cloud Platform and Amazon Web Services. The aim was to build a low risk and high performance foundation to handle the expected CCU at launch and scale into the cloud when demand was high.
The result was a flawless launch with cloud scaling automatically provisioning new game servers ahead of the bare-metal capacity being exhausted. As the peak of launch settled down this then down-scaled but remained available for future weekend peaks and DLC releases.
Several patches were also released during this time using our Zero Downtime Patching system which allowed players to keep playing while a server-side patch rolled out in the background.