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12.8Building a Game Day Program
Quarter 1: Foundation
- Run 1 game day per month in staging
- Focus on single-service failures
- Establish the post-game review process
- Build initial runbooks based on findings
Quarter 2: Expansion
- Run 2 game days per month
- Include multi-service scenarios
- Run first production game day (low-traffic window)
- Start tracking MTTD/MTTA/MTTR trends
Quarter 3: Maturity
- Weekly game days (rotating services)
- Production game days during normal hours
- Include security incident scenarios
- Cross-team exercises (backend + frontend + mobile)
Quarter 4: Continuous
- Automated game days (scheduled chaos with human response evaluation)
- Game days integrated into on-call rotation onboarding
- Quarterly "all hands" game days with company-wide participation
- Publish a game day report to the entire organization
Interview Talking Point: "I approach performance and resilience as two sides of the same coin. Performance testing tells you how fast the system runs under load; chaos engineering tells you what happens when that load arrives during a failure. I integrate both into CI -- k6 validates our SLOs in staging, and Litmus chaos experiments verify we stay within SLO even when pods are being killed. For LLM-backed features, I add dedicated metrics like time-to-first-token and tokens-per-second, because traditional latency percentiles do not capture the user experience of a streaming AI response. The goal is not to prove the system never fails -- it is to prove that when it fails, it fails gracefully within our error budget."