Let's meet the example game that we'll be applying the four-step process to. If you could imagine me speaking the next few sentences in a deep, gravelly, movie trailer voice-over style, that would really help set the tone. The rise of the vampires has taken a devastating toll on humanity, forcing those who survived to cluster together in the few remaining habitable regions, far from previous centers of civilization. As the leader of the tribe of survivors, you must recruit people to your cause, secure, and upgrade your settlement, raid vampire-occupied cities, and battle other tribes for control of resources. Sounds like fun. The game world is setup into a number of areas and varying rewards and challenges. Access to areas with better rewards is gated by overall playtime, settlement size, and in-game currency expenditure. Each area has its own leader board ranking the top tribes. We have around 50 million 30-day active users playing, with between one million and 10 million players online at any given time. We add new world areas once a month, which drives a spike in both traffic and revenues. The primary revenue stream stems from the exchange of real-world money for an in-game currency via in-app purchases. Players can earn currency without paying for it, by winning player-versus-player battles, playing mini-games, or over time via control of in-game resource production. Players can spend in-game currency on settlement upgrades, defensive emplacements for battles, and by playing a recruitment mini-game that gives them a chance of recruiting highly skilled people to their tribe. The game has both a mobile client and a web UI. The mobile client makes requests for our serving infrastructure via JSON-RPC messages, transmitted over RESTful HTTP. It also maintains a web socket connection to receive game state updates. Browsers talk to the web servers via HTTPS. Leader boards are updated every five minutes. In the next video, we'll delve into a simple user journey served by this infrastructure.