GameDevOps / Site Reliability Engineer / CKA Certified

I keep multi-platform game builds shipping, signed, and live.

Farhan Reza Saputra, DevOps Engineer at AccelByte, currently embedded with 2K Games' Platform Engineering team. I design and run CI/CD systems for Unreal Engine and Unity across Windows, PlayStation, Xbox, and Nintendo Switch, from source sync to signed, patched, and distributed builds.

ci / release-pipeline.yml ● running
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sync
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build
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sign
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patch
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upload
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go-live
$ waiting for trigger…
// 01

What I run in production

Build systems don't fail loudly at 2pm during a demo, they fail quietly at 2am on release night. My job is making sure they don't.

[ci/cd]

Multi-platform build pipelines

Unreal Engine (Horde, BuildGraph) and Unity Cloud Build orchestrated through GitHub Actions and Jenkins, targeting Windows, console, and mobile from a single trigger.

[infra]

Cloud infrastructure as code

Terraform-managed AWS environments (EC2, EKS, S3, VPC) and Kubernetes workloads, sized for build load rather than provisioned once and forgotten.

[release]

Signing, patching, distribution

Automated code signing, delta patch generation, versioned artifact storage, and store distribution to Steam, TestFlight, and Google Play.

[vcs]

Perforce & source control

Helix Core administration and on-premise to cloud migration, incremental sync strategies, and Git/Helix4Git bridging for mixed toolchains.

[cost]

Infrastructure cost optimization

Right-sizing build instances and storage, EBS snapshot rotation, and budget alerting. Up to 86% cut on a single build master, 40% in aggregate.

[ops]

Observability & incident response

Prometheus, Grafana, and the EFK stack for build and service health, with structured post-incident reviews to prevent repeat failures.

// 02

Experience

5+ years at AccelByte, moving between core SRE work and embedded engagements with AccelByte's publisher and studio partners.

Jul 2026 – Present
DevOps Engineer, Platform Engineering Team
AccelByte · Client: 2K Games (Embedded)
  • Embedded with 2K Games' Platform Engineering team on internal platform infrastructure, CI/CD standardization, and deployment tooling serving engineering teams across the organization.
  • Work with Argo CD and GitOps-based deployment workflows, managing Kubernetes deployment manifests and continuous delivery for platform services.
Nov 2025 – Jun 2026
DevOps Engineer, SDK Team, GameDevOps
AccelByte · Client: 2K Games (Embedded)
  • Migrated SDK JavaScript build, test, and deploy pipelines from Jenkins to GitHub Actions using modular reusable workflows, then decommissioned the legacy Jenkins instance.
  • Core contributor to migrating Unreal Engine and Unity SDK CI/CD into a monorepo: selective builds, a multi-engine build orchestrator, and full multi-platform build and test coverage.
  • Designed a three-tier priority build queue (release, nightly, PR) with delayed triggers, cutting redundant builds and compute waste on self-hosted runners.
  • Built and maintained golden AMIs and self-hosted EC2 runner fleets for UE 5.4-5.7 with console SDK provisioning across Windows, Linux, PlayStation, Xbox, and Nintendo Switch.
  • Root-caused runner health failures to EBS gp3 throttling and CI instability to GitHub App token rate limiting, resolving both at the infrastructure level.
  • Led a fleet-wide GitHub Actions upgrade ahead of the Node.js 20 deprecation across SDK repositories.
May 2023 – Nov 2025
Tools and Pipeline Engineer
AccelByte · Client Build Systems
  • Saved approximately 40% on infrastructure spend by optimizing AWS resource allocation for multi-platform game build systems, and automated builds across six platforms.
  • Migrated Perforce Helix Core from on-premise to cloud infrastructure, improving accessibility and disaster recovery for global teams; replaced legacy Unreal Engine CI/CD with Horde.
  • See the engagement cards below for the specific build systems delivered in this period.
Dec 2020 – May 2023
Site Reliability Engineer
AccelByte
  • Engineered resilient AWS environments (EC2, RDS, S3, EKS, ElastiCache, CloudWatch) for core backend services.
  • Managed containerized workloads on Kubernetes/EKS, improving scalability and deployment speed.
  • Built monitoring and log-management stacks (Prometheus, Grafana, EFK) for faster issue resolution.
  • Led post-incident reviews and corrective actions, reducing recurring incident rates.
// 03

Selected build system engagements

A representative sample of client build systems I've architected or maintained. Studio names are withheld under NDA; the systems and outcomes below are accurate.

UE5 multiplayer title · Jenkins + AWS EKS

Perforce-to-Steam-and-Armada pipeline

  • Terraform-provisioned Jenkins-on-Kubernetes build system supporting both Perforce and Git.
  • Automated dedicated-server delivery to AccelByte Armada and game client builds to Steam.
  • EBS snapshot-based incremental Perforce sync with automated snapshot rotation for cost control.
  • Microsoft Teams build notifications and hashtag-triggered (#dev/#prod/#test) automated builds.
→ Config-as-code across networking, EKS, and Jenkins Terraform modules
Live-service launcher title · Unity Cloud Build + GitHub Actions

Signed, patched, launcher-ready releases

  • Replaced a fully manual, 1–2 day release process with an automated build-to-live pipeline.
  • Automated Windows code signing (SSL.com eSigner) and Mac/iOS signing via Unity Cloud Build.
  • Delta patch generation and versioned S3 artifact storage as the launcher's source of truth.
  • Manual approval gate for production go-live, plus TestFlight and Google Play distribution.
→ Full build-to-release cycle in under an hour, down from 1–2 days
Console multiplayer title · Jenkins on AWS

Right-sized CI infrastructure

  • Migrated a Jenkins build master to a right-sized EC2 instance and trimmed its storage footprint.
  • Automated EC2 backup and restore via lifecycle policies, plus weekly AWS budget reporting.
  • Automated Windows build-agent AMIs with Packer for scalable, repeatable agent provisioning.
  • Enabled Unreal Engine crash reporting on Xbox and PS5, integrated with AccelByte Dev Toolkit.
→ 86% reduction in monthly build-infrastructure cost
Cross-engagement

Patterns I bring to every build system

  • Hybrid cloud and bare-metal build agents, matched to workload rather than defaulted to cloud-only.
  • Manual approval gates on anything that touches production, automation everywhere else.
  • Cost visibility built in from day one: budgets, alerts, and right-sizing as routine maintenance.

// Internal ticket IDs, private repository names, and client identities are omitted from this site per standard NDA practice. Details available on request during interviews.

// 04

Toolbox

CI/CD & GitOps

GitHub ActionsJenkinsArgo CD HordeUnity Cloud BuildFlux CD

Cloud & Infrastructure

AWS EC2AWS EKSAWS S3 TerraformDockerKubernetes

Game Platforms

Unreal Engine 5UnityPerforce Helix Core SteamworksAccelByte Armada

Scripting & Observability

PythonBashPowerShell PrometheusGrafanaEFK Stack