Monitoring game ops
Use when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.From its SKILL.md
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SKILL.md
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Monitoring & Game Ops
Purpose
Structured logging, player telemetry, alerting, and performance budgets for game servers.
When to Use
Trigger: monitoring, logging, telemetry, alerting, performance, metrics, observability, error tracking, player analytics, server health, uptime
Prerequisites
game-backend-architecture— what we're monitoringredis-game-patterns— metrics storage
Core Principles
- Structured logging — JSON logs with consistent fields; never unstructured console.log in production
- Player telemetry — track actions, session length, retention, spending — anonymized
- Alert on anomalies — sudden drops in DAU, spike in errors, economy inflation
- Performance budgets — server tick must complete in < 16ms (60fps); API responses < 200ms p95
- Dashboard first — if you can't see it, you can't fix it
Key Metrics
| Category | Metric | Target | Alert Threshold |
|---|---|---|---|
| Server | Tick time (p95) | < 16ms | > 50ms |
| Server | API response (p95) | < 200ms | > 500ms |
| Server | WebSocket connections | N/A | > 80% capacity |
| Server | Error rate | < 0.1% | > 1% |
| Player | DAU | Trending up | -20% day-over-day |
| Player | Session length (median) | 10-30 min | < 5 min |
| Player | Day 1 retention | > 40% | < 25% |
| Player | Day 7 retention | > 15% | < 8% |
| Economy | Currency in circulation | Stable | +50% week-over-week |
| Economy | Revenue per DAU | Stable | -30% week-over-week |
Log Schema
interface GameLogEntry {
timestamp: string; // ISO 8601
level: 'debug' | 'info' | 'warn' | 'error';
service: string; // 'game-server' | 'api' | 'worker'
event: string; // 'player.login' | 'combat.resolved' | 'purchase.completed'
playerId?: string;
sessionId?: string;
data: Record<string, unknown>;
duration?: number; // ms, for timed operations
error?: {
message: string;
stack?: string;
code?: string;
};
}
Cross-References
game-backend-architecture— server topology to monitorredis-game-patterns— real-time metrics storagebullmq-game-queues— queue health monitoringstripe-game-payments— revenue trackingci-cd-game— post-deployment monitoring
Sources
- "Game Server Monitoring at Scale" — GDC 2020
- "Player Telemetry Best Practices" — GDC 2019
- OpenTelemetry documentation