[Music] so good morning everyone uh I know this is before lunch time so I'm going to be uh quick uh my name is Jonathan carvalo I'm a solution engineer at Cloud Ferb and we basically help companies uh to deliver um their games and secure their games online so our mission is actually to uh build a better internet and today what I'm going to go uh through is actually uh going through some of the security Trends as well as you know providing some security recommendations on how you can secure your uh development environments as well as your distribution environments when it comes to having those games into production okay
so and I think together we will spend between 15 to 20 minutes so as I said the agenda um is as follow we go through some of the uh trends that we see uh in the market in terms of cyber security uh then I will explain why it's important to have a UniFi platform uh go through some of the security recommendations and then we will wrap up the session and I want to start with a question uh for you guys so do you know what do these games have incoming any guesses what was that yeah that's a good one yeah any other guesses no okay so if you look at these three games the uh the code itself the IP got leaked a few years ago and so in the case of GTA
which is is almost the most famous one uh GTI number five and number six the the source code and the test build they got leak on the internet and so what that means is you know there was there was a thread actor that was able to crack into their systems uh they were able to use social engineering and S swapping um attacks to get access to the IP of these games and so as you can imagine that's um a huge concern from a uh BR standpoint as well as from an economic standpoint for uh the companies developing these games and so if you look at today's uh security landscape we see that a lot of these attacks are actually targeting um secure uh connections and trusted connections so in the case of GTA uh the thread actors they were able to actually access the slack Channel and the Confluence Wiki page and they were able to extract uh the source code and IPS of the these
games and so as you can imagine if you have a team of developers um you know creating games is also a a form of Art and so you know maybe they will get sad they will get you know there is a lot of effort in going uh to put these games out there and then you have the economical impact and The Branding impact as well and so from 2022 to 2024 uh there is you know a list of uh you know attacks that we actually register uh things like the Cisco VPN was under attack the VPN was uh also under attack and of course there are better ways to do this to provide access to these internal staging environments and preproduction environments and I'm going to show you how to do that so also if you look at the way we work today of course 44% uh of the employees or developers they work in a remote or iate environment uh they use devices that perhaps you are not aware of so you have no control over these devices so then it
becomes uh difficult to you know apply security policies to say okay I trust this device this device should get access to our Stan environments they should access these applications or they should access these games and so you have to take that into consideration um and then you know uh 27% of the users are actually uh you know accessing internal resources or we have also third parties that perhaps are working with you and that need to access these internal resources as well and then the question comes down to okay how do you uh manage those uh accesses and how do you manage those devices um and then if you look at the ecosystem of course um if you are a a big game studio uh perhaps you have services on the cloud you have services on Prem youve have uh you know these uh cloud services connected through different networks and managing all of these complexity it's a huge challenges as well right uh but there is more to that so uh
we see that uh 33% of the traffic uh it's actually API that you perhaps don't know or you are not aware of these API end points and so you know there is a lot of API uh raged apis and Shadow apis that you have no visibility into and then how do you manage that if you don't have visibility we also see a tremendous increase in the size of the Dos attacks trying to bring down uh your games while in production and then the other thing is if you look at the uh number one uh attack Vector that's actually fishing so there is a lot of social engineer going on to send emails to the developers and the employees um to share you know a link or to send a malicious uh document that that if they open of course then the malware will spread uh in your internal Network and here is actually an example that we saw in our platform um so you
see this is actually the HTTP the do attacks over time and you'll see a tremendous increase in 2023 and so you see that you know there is an exponential growth in the size of these attacks and then how do you what's actually your strategy to handle these attacks and so these are the type of questions that perhaps you have to think about um in terms of do we have anything or do we have any solution to deal with that and then of course AI is out there we we we saw and we hear a lot of AI in this conference um there are a lot of tools that are being used to uh you know build and create these attacks so things like warm GPT and fra GPT they are a a form of CH GPT but without the uh safeguards so we see a lot of U you know um thread actors using these tools to create malware to do social engineering uh to be able to crack into your applications and to your Networks
and so then the question comes down to okay what's the importance of having a UniFi platform like the one provided by cloudfare and the main reason is the scale right so we have servers around the globe you see here we have plenty of capacity over 280 terabytes per second to help you deliver the games to your players uh we are deployed um in 320 uh countries and cities and we connect to many many networks and so because we are closer to the players the latency tends to be very very fast so it's on average 50 milliseconds and that's one of the reasons why you should consider um a um platform like Cloud fair but it's not only that it's actually the visibility that we get from all the customers using cloudfare so today we deliver around 20% of the internet traffic so that means that we see you know on average six uh 50 million requests per second uh we see
a lot of the these daily attacks being blocked because many of our customers are using our capabilities to block the do attacks and so of course with visibility um comes down you know the fact that you can then apply protections to your games and so essentially we act as an internet sensor as well so we collect a lot of that Telemetry uh we actually combine that data with a third party companies uh so we actually have uh premium uh third party uh data sets that we use and we correlate that data and we provide that data to our customers so they can then make an informed decision on whether they are under attack if they should block something or or not and so these are two example examples the log forj and the Confluence um so in this case we were actually able to put Protections in place and these were kind of a zero day attack okay so no one was aware of them
and the the security uh Team from cloudfare they were able to put Protections in place before these attacks came through um and so that's actually very meaningful when you are operating online so how can you use that data so there are many different forms on how you can access that data uh one of them is actually the cloud Fair radar so that's actually public information that you can have access to so if you go to uh rider. cloudfare access to uh you know all these analytics all the way from uh Trends traffic patterns uh security attacks uh you know the browsers being used uh botn net traffic as well and it's actually very very um useful and then of course if you are using our services you can also get access to your custom dashboard so this is actually you know providing visibility on your own traffic for your games and then you can look at the top statistics you can drill down you can use the filters as as well so very very
useful um of course we also use AI to help you detect these type of attacks and to help you build the Protections in place okay so all the way from our web application firewall to B management capabilities zero trust and API security so and here are some of the recommendations that you can use with us so when it comes to protecting um the development environment uh the first thing to do is actually use the analytics from cloudfare uh when it comes to providing access to this uh preproduction environments and applications uh you can deploy uh policies you can make uh sure that your email is actually secure as well and then when it comes to internet access allowing your uh developers and employees to access external applications uh you can do you know a bunch of different filterings at the HTTP level at the DNS level as well so very very useful when it comes to the distribution
uh there are plenty of recommendations as well um so the first one again is getting visibility so once you have visibility then you can decide uh which protections you should have in place then go into you know the do protections all the way from the you know the HTTP layer 7even um all the way to the network protection uh managing uh B traffic as well which is actually a big concern for many of our customers we do have some capabilities in there and then of course going through you know setting up alerts notifications make sure that you know you have the W rules in place that you need um of course this is just a high level picture of what we can offer it's not only security but it's a platform where you can actually deploy game logic at the edge using our selfless platform and essentially it's everything that you need to deploy uh your games and to distribute your games and secure
them on the Internet so call to action if you're looking for a zero trust Solution please have a look at our uh Road Mar architecture uh our documentation is a publicly available and so it will walk you through the process of moving from a VPN stren streak uh environment to a zero trust architecture also if you are looking to protect your email Services we can run a retr scan uh seamlessly and we can provide visibility into what type of threats uh we can see coming on your email service and that's actually for free we can run it for 14 days so please come to uh to me if you want to learn more about this and finally I mean we have a free plan so if you want to start you know putting your hands on and trying to play with these Services you can sign up um so that's the actually the the link that's dash. clare.com signup feel free to you know create an account and start playing with the with these products and
with that thank you so much I will open up for for [Applause] questions sure go for you you canuse thank you very much for wow so loud thank you very much for the presentation I canly know that I'm not a CTO okay nor Tech expert but if we we were to embrace the full spectrum of your services what kind of internal teams uh you advise to to have on the on your client side I mean on infrastructure security you know what I mean in order to to to to have to get the most of the value of your services what kind of internal skills do you need into your customers yeah okay so I think the question is what thems are elements you need to bring to talk to us to uh
make the most of cloud fair so of course as a UniFi platform we address different challenges right so essentially depending on your challenge that will dictate what team you should bring right right so it could be all the way from it teams who are looking after the internal environments and making sure that you know uh devices are secure your internal um environments are secure and for most of these cases when it comes to zero trust it tends to be with the IT team then when it comes to the you know let's say the production environments when the games are running in production on the internet especially for multiplayer games perhaps that's with the developers or the infrastructure or security team so it's a combination of you know different worlds again I think it depends on the maturity of the game Studio or the company right because if it's a IND Studio perhaps they are only five to six developers so we tend to talk to developers if it's a AAA Studio perhaps they have many different teams they're looking after different areas of
the business and so then it depends as well yeah hope that answers the the question yeah cool
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Distilling the key insights…
PocketGamer.biz · 2026
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