1. PUBLIC PRESENCE
· Official Website: http://www.eos.games/
· Steemit: https://steemit.com/@eosgames
2. IDENTITY
· Official block producer candidate name: EOSGames
· Location of company headquarters: Chengdu, China
· Expected location of servers: data centers in Osaka, Berlin, Los Angeles
· Type of servers (cloud, bare metal, etc): AWS Cloud Servers
· Current employee list and pictures of at least 67% of staff: www.eos.games
· Relevant background qualifications for at least 67% of staff: www.eos.games
3. TECH PLANS
EOSGames will use Amazon.com subsidiary Amazon Web Services cloud computing platform (AWS) to run the node servers.
At the beginning of the release phase, especially right after the launch of Mainnet in June 2018, Block Producers will need greater flexibility to meet the rapidly changing needs of the EOS dApp community. We use AWS to build our node servers in order to better meet rapidly changing requirements. For example, we can quickly increase bandwidth according to current network requirements, at the same time we can quickly and dynamically upgrade CPUs and memory.
In addition, this also meets the requirements for rapid multi-area and multi-server deployment.
The EOSGames team has extensive experience in running AWS services, having managed multiple applications and met high concurrent service requests. Therefore team members have the capability to maintain the operation of the Block Producer node.
Compared to a cloud service provider, the use of independent IDC’s has much lower response speed and flexibility, so EOSGames will not choose to use a separate IDC at the initial stage. In the future, independent IDC will be considered when the technical requirements of Block Production become clearer and predictable. In the long run, using an independent IDC can improve efficiency and reduce costs, but only if the demand for computing resources is definite and predictable.
We plan to deploy nodes in multiple AWS regions starting from Osaka, then Berlin and Los Angeles, in order to provide the best service for the EOS community. These servers will be optimized for high availability, high performance, and provide powerful resilience against potential attacks.
Our initial server configuration on AWS is as follows, and can be expanded as needed:
§ Primary and Backup Block Producer Node:
· Network 10 Gbps (up to 25 Gbps)
· AWS Shield (Managed DDoS Protection)
· Intel Xeon 8 vCPUs / 256GB RAM / 1TB SSD
§ Public Full Node:
· Network 10 Gbps (up to 25 Gbps)
· AWS Shield (Managed DDoS Protection)
· Intel Xeon 4 vCPUs / 256GB RAM / 1TB SSD
§ Testnet:
· Network 1G High Shared Network
· AWS Shield (Managed DDoS Protection)
· Intel Xeon 4 vCPUs / 32GB RAM / 128GB SSD
All dApp requests will use Route53 to route to the most appropriate node server, based on geographical location, performance and availability.
Each area uses clustered environment architecture, and the nodes of each cluster are completely isolated, for fault-proof purposes. Each node is independent, but the nodes are connected through a low-latency network. Should a node fail, a backup node will quickly resume its place. Regional cluster design can improve nodes redundancy degree. When nodes operation fault occurs in any of the available areas, the ELB will stop sending requests to these nodes and automatically switch to healthy nodes in other available areas, without the need for any manual intervention.
4. SCALING PLAN
Once the main line goes into full operation on June 3rd, we will adjust our cloud server expansion plan, according to the operation of the EOS network. The planned machine configuration is as follows:
§ Primary and Backup Block Producer Node:
· Network 10 Gbps (up to 25 Gbps)
· AWS Shield (Managed DDoS Protection)
· Intel Xeon 16 vCPUs / 1024GB RAM / 5TB SSD
§ Public Full Node:
· Network 10 Gbps (up to 25 Gbps)
· AWS Shield (Managed DDoS Protection)
· Intel Xeon 8 vCPUs / 512GB RAM / 5TB SSD
§ Testnet:
· Network 5G High Shared Network
· AWS Shield (Managed DDoS Protection)
· Intel Xeon 8 vCPUs / 128GB RAM / 1T SSD
5. COMMUNITY BENEFIT
EOSGames is composed of a group of EOS strong supporters and game enthusiasts. EOSGames aims at helping the build of an EOS blockchain game ecosystem through the establishment of EOS game developer community and game player community.
We will regularly incubate high quality blockchain games, while the EOSGames community can fully participate in our blockchain games incubation process, by the means of game testing, reviewing etc. We strongly believe that blockchain games can greatly enrich the EOS ecosystem.
6. TELEGRAM & TESTNET
· Our Telegram handle is @zhongdev
· We are taking part to multiple testnets and have been running BP nodes since the beginning of April 2018, we can be found at:
• EOS Trinity Testnet:
Producer name: eosgames
Organization: EOSGames
7. BP ROADMAP
- 2018 June to August -
EOSGames will take part in ChinaJoy (China International Digital Interactive Entertainment Expo) together with GCS, in order to display, publicize and promote its activities, and to establish a game players and game developer community. EOSGames will start the China Game Jam in July 2018.
- 2018 August to December -
Launch of My.game, a game crowdfunding platform, expansion of incubation and support of independent game developers based on EOS.io, and launch of Global Game Jam.
- 2019 January to June -
Launch of the " Gold Medal Producers " program, inviting the world best gold medal game producers to join EOSGames and supporting them. EOSGames will also launch the "Gold IP" plan, acquiring selected top IP game publishing rights, and developing a prime blockchain game based on that IP.
8. POSITION ON DIVIDENDS
In addition to covering for EOSGames team's operational needs, EOSGames revenues will be fully invested in the EOS blockchain game ecosystem incubated by EOSGames. We will reveal our financial data every quarter to ensure the transparency of our finances. We hope that EOSGames voters will be true EOS upholders and game enthusiasts, so we will not give our voters any vote in return.