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.
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.
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.
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.
Signing, patching, distribution
Automated code signing, delta patch generation, versioned artifact storage, and store distribution to Steam, TestFlight, and Google Play.
Perforce & source control
Helix Core administration and on-premise to cloud migration, incremental sync strategies, and Git/Helix4Git bridging for mixed toolchains.
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.
Observability & incident response
Prometheus, Grafana, and the EFK stack for build and service health, with structured post-incident reviews to prevent repeat failures.
Experience
5+ years at AccelByte, moving between core SRE work and embedded engagements with AccelByte's publisher and studio partners.
- 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.
- 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.
- 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.
- 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.
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.
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.
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.
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.
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.