Google Google Cloud Architect Professional Exam (page: 3)
Google Cloud Certified - Professional Cloud Architect
Updated on: 12-Jan-2026


Company Overview
Mountkirk Games makes online, session-based, multiplayer games for mobile platforms. They build all of their games using some server-side integration. Historically, they have used cloud providers to lease physical servers.
Due to the unexpected popularity of some of their games, they have had problems scaling their global audience, application servers, MySQL databases, and analytics tools.
Their current model is to write game statistics to files and send them through an ETL tool that loads them into a centralized MySQL database for reporting.
Solution Concept
Mountkirk Games is building a new game, which they expect to be very popular. They plan to deploy the game's backend on Google Compute Engine so they can capture streaming metrics, run intensive analytics, and take advantage of its autoscaling server environment and integrate with a managed NoSQL database.
Business Requirements
Increase to a global footprint

Improve uptime ­ downtime is loss of players

Increase efficiency of the cloud resources we use

Reduce latency to all customers

Technical Requirements
Requirements for Game Backend Platform
Dynamically scale up or down based on game activity

Connect to a transactional database service to manage user profiles and game state

Store game activity in a timeseries database service for future analysis

As the system scales, ensure that data is not lost due to processing backlogs

Run hardened Linux distro

Requirements for Game Analytics Platform
Dynamically scale up or down based on game activity

Process incoming data on the fly directly from the game servers

Process data that arrives late because of slow mobile networks

Allow queries to access at least 10 TB of historical data

Process files that are regularly uploaded by users' mobile devices

Executive Statement
Our last successful game did not scale well with our previous cloud provider, resulting in lower user adoption and affecting the game's reputation. Our investors want more key performance indicators (KPIs) to evaluate the speed and stability of the game, as well as other metrics that provide deeper insight into usage patterns so we can adapt the game to target users. Additionally, our current technology stack cannot provide the scale we need, so we want to replace MySQL and move to an environment that provides autoscaling, low latency load balancing, and frees us up from managing physical servers.

For this question, refer to the Mountkirk Games case study. You need to analyze and define the technical architecture for the database workloads for your company, Mountkirk Games. Considering the business and technical requirements, what should you do?

  1. Use Cloud SQL for time series data, and use Cloud Bigtable for historical data queries.
  2. Use Cloud SQL to replace MySQL, and use Cloud Spanner for historical data queries.
  3. Use Cloud Bigtable to replace MySQL, and use BigQuery for historical data queries.
  4. Use Cloud Bigtable for time series data, use Cloud Spanner for transactional data, and use BigQuery for historical data queries.

Answer(s): C




Company Overview
Mountkirk Games makes online, session-based, multiplayer games for mobile platforms. They build all of their games using some server-side integration. Historically, they have used cloud providers to lease physical servers.
Due to the unexpected popularity of some of their games, they have had problems scaling their global audience, application servers, MySQL databases, and analytics tools.
Their current model is to write game statistics to files and send them through an ETL tool that loads them into a centralized MySQL database for reporting.
Solution Concept
Mountkirk Games is building a new game, which they expect to be very popular. They plan to deploy the game's backend on Google Compute Engine so they can capture streaming metrics, run intensive analytics, and take advantage of its autoscaling server environment and integrate with a managed NoSQL database.
Business Requirements
Increase to a global footprint

Improve uptime ­ downtime is loss of players

Increase efficiency of the cloud resources we use

Reduce latency to all customers

Technical Requirements
Requirements for Game Backend Platform
Dynamically scale up or down based on game activity

Connect to a transactional database service to manage user profiles and game state

Store game activity in a timeseries database service for future analysis

As the system scales, ensure that data is not lost due to processing backlogs

Run hardened Linux distro

Requirements for Game Analytics Platform
Dynamically scale up or down based on game activity

Process incoming data on the fly directly from the game servers

Process data that arrives late because of slow mobile networks

Allow queries to access at least 10 TB of historical data

Process files that are regularly uploaded by users' mobile devices

Executive Statement
Our last successful game did not scale well with our previous cloud provider, resulting in lower user adoption and affecting the game's reputation. Our investors want more key performance indicators (KPIs) to evaluate the speed and stability of the game, as well as other metrics that provide deeper insight into usage patterns so we can adapt the game to target users. Additionally, our current technology stack cannot provide the scale we need, so we want to replace MySQL and move to an environment that provides autoscaling, low latency load balancing, and frees us up from managing physical servers.

For this question, refer to the Mountkirk Games case study.
Which managed storage option meets Mountkirk's technical requirement for storing game activity in a time series database service?

  1. Cloud Bigtable
  2. Cloud Spanner
  3. BigQuery
  4. Cloud Datastore

Answer(s): C




Company Overview
Mountkirk Games makes online, session-based, multiplayer games for mobile platforms. They build all of their games using some server-side integration. Historically, they have used cloud providers to lease physical servers.
Due to the unexpected popularity of some of their games, they have had problems scaling their global audience, application servers, MySQL databases, and analytics tools.
Their current model is to write game statistics to files and send them through an ETL tool that loads them into a centralized MySQL database for reporting.
Solution Concept
Mountkirk Games is building a new game, which they expect to be very popular. They plan to deploy the game's backend on Google Compute Engine so they can capture streaming metrics, run intensive analytics, and take advantage of its autoscaling server environment and integrate with a managed NoSQL database.
Business Requirements
Increase to a global footprint

Improve uptime ­ downtime is loss of players

Increase efficiency of the cloud resources we use

Reduce latency to all customers

Technical Requirements
Requirements for Game Backend Platform
Dynamically scale up or down based on game activity

Connect to a transactional database service to manage user profiles and game state

Store game activity in a timeseries database service for future analysis

As the system scales, ensure that data is not lost due to processing backlogs

Run hardened Linux distro

Requirements for Game Analytics Platform
Dynamically scale up or down based on game activity

Process incoming data on the fly directly from the game servers

Process data that arrives late because of slow mobile networks

Allow queries to access at least 10 TB of historical data

Process files that are regularly uploaded by users' mobile devices

Executive Statement
Our last successful game did not scale well with our previous cloud provider, resulting in lower user adoption and affecting the game's reputation. Our investors want more key performance indicators (KPIs) to evaluate the speed and stability of the game, as well as other metrics that provide deeper insight into usage patterns so we can adapt the game to target users. Additionally, our current technology stack cannot provide the scale we need, so we want to replace MySQL and move to an environment that provides autoscaling, low latency load balancing, and frees us up from managing physical servers.

For this question, refer to the Mountkirk Games case study. You are in charge of the new Game Backend Platform architecture. The game communicates with the backend over a REST API.

You want to follow Google-recommended practices. How should you design the backend?

  1. Create an instance template for the backend. For every region, deploy it on a multi-zone managed instance group. Use an L4 load balancer.
  2. Create an instance template for the backend. For every region, deploy it on a single-zone managed instance group. Use an L4 load balancer.
  3. Create an instance template for the backend. For every region, deploy it on a multi-zone managed instance group. Use an L7 load balancer.
  4. Create an instance template for the backend. For every region, deploy it on a single-zone managed instance group. Use an L7 load balancer.

Answer(s): C




Company overview
Mountkirk Games makes online, session-based, multiplayer games for mobile platforms. They have recently started expanding to other platforms after successfully migrating their on-premises environments to Google Cloud.
Their most recent endeavor is to create a retro-style first-person shooter (FPS) game that allows hundreds of simultaneous players to join a geo-specific digital arena from multiple platforms and locations. A real-time digital banner will display a global leaderboard of all the top players across every active arena.
Solution concept
Mountkirk Games is building a new multiplayer game that they expect to be very popular. They plan to deploy the game's backend on Google Kubernetes Engine so they can scale rapidly and use Google's global load balancer to route players to the closest regional game arenas. In order to keep the global leader board in sync, they plan to use a multi-region Spanner cluster.
Existing technical environment
The existing environment was recently migrated to Google Cloud, and five games came across using lift-and- shift virtual machine migrations, with a few minor exceptions. Each new game exists in an isolated Google Cloud project nested below a folder that maintains most of the permissions and network policies. Legacy games with low traffic have been consolidated into a single project. There are also separate environments for development and testing.
Business requirements
Support multiple gaming platforms.

Support multiple regions.

Support rapid iteration of game features.

Minimize latency.

Optimize for dynamic scaling.

Use managed services and pooled resources.

Minimize costs.

Technical requirements
Dynamically scale based on game activity.

Publish scoring data on a near real-time global leaderboard.

Store game activity logs in structured files for future analysis.

Use GPU processing to render graphics server-side for multi-platform support.

Support eventual migration of legacy games to this new platform.

Executive statement
Our last game was the first time we used Google Cloud, and it was a tremendous success. We were able to analyze player behavior and game telemetry in ways that we never could before. This success allowed us to bet on a full migration to the cloud and to start building all-new games using cloud-native design principles. Our new game is our most ambitious to date and will open up doors for us to support more gaming platforms beyond mobile. Latency is our top priority, although cost management is the next most important challenge. As with our first cloud-based game, we have grown to expect the cloud to enable advanced analytics capabilities so we can rapidly iterate on our deployments of bug fixes and new functionality.

For this question, refer to the Mountkirk Games case study. You need to optimize batch file transfers into Cloud Storage for Mountkirk Games' new Google Cloud solution. The batch files contain game statistics that need to be staged in Cloud Storage and be processed by an extract transform load (ETL) tool.
What should you do?

  1. Use gsutil to batch move files in sequence.
  2. Use gsutil to batch copy the files in parallel.
  3. Use gsutil to extract the files as the first part of ETL.
  4. Use gsutil to load the files as the last part of ETL.

Answer(s): B


Reference:

https://cloud.google.com/storage/docs/gsutil/commands/cp




Company overview
Mountkirk Games makes online, session-based, multiplayer games for mobile platforms. They have recently started expanding to other platforms after successfully migrating their on-premises environments to Google Cloud.
Their most recent endeavor is to create a retro-style first-person shooter (FPS) game that allows hundreds of simultaneous players to join a geo-specific digital arena from multiple platforms and locations. A real-time digital banner will display a global leaderboard of all the top players across every active arena.
Solution concept
Mountkirk Games is building a new multiplayer game that they expect to be very popular. They plan to deploy the game's backend on Google Kubernetes Engine so they can scale rapidly and use Google's global load balancer to route players to the closest regional game arenas. In order to keep the global leader board in sync, they plan to use a multi-region Spanner cluster.
Existing technical environment
The existing environment was recently migrated to Google Cloud, and five games came across using lift-and- shift virtual machine migrations, with a few minor exceptions. Each new game exists in an isolated Google Cloud project nested below a folder that maintains most of the permissions and network policies. Legacy games with low traffic have been consolidated into a single project. There are also separate environments for development and testing.
Business requirements
Support multiple gaming platforms.

Support multiple regions.

Support rapid iteration of game features.

Minimize latency.

Optimize for dynamic scaling.

Use managed services and pooled resources.

Minimize costs.

Technical requirements
Dynamically scale based on game activity.

Publish scoring data on a near real-time global leaderboard.

Store game activity logs in structured files for future analysis.

Use GPU processing to render graphics server-side for multi-platform support.

Support eventual migration of legacy games to this new platform.

Executive statement
Our last game was the first time we used Google Cloud, and it was a tremendous success. We were able to analyze player behavior and game telemetry in ways that we never could before. This success allowed us to bet on a full migration to the cloud and to start building all-new games using cloud-native design principles. Our new game is our most ambitious to date and will open up doors for us to support more gaming platforms beyond mobile. Latency is our top priority, although cost management is the next most important challenge. As with our first cloud-based game, we have grown to expect the cloud to enable advanced analytics capabilities so we can rapidly iterate on our deployments of bug fixes and new functionality.

For this question, refer to the Mountkirk Games case study. You are implementing Firestore for Mountkirk Games. Mountkirk Games wants to give a new game programmatic access to a legacy game's Firestore database. Access should be as restricted as possible.
What should you do?

  1. Create a service account (SA) in the legacy game's Google Cloud project, add a second SA in the new game's IAM page, and then give the Organization Admin role to both SAs.
  2. Create a service account (SA) in the legacy game's Google Cloud project, give the SA the Organization Admin role, and then give it the Firebase Admin role in both projects.
  3. Create a service account (SA) in the legacy game's Google Cloud project, add this SA in the new game's IAM page, and then give it the Firebase Admin role in both projects.
  4. Create a service account (SA) in the legacy game's Google Cloud project, give it the Firebase Admin role, and then migrate the new game to the legacy game's project.

Answer(s): B




Company overview
Mountkirk Games makes online, session-based, multiplayer games for mobile platforms. They have recently started expanding to other platforms after successfully migrating their on-premises environments to Google Cloud.
Their most recent endeavor is to create a retro-style first-person shooter (FPS) game that allows hundreds of simultaneous players to join a geo-specific digital arena from multiple platforms and locations. A real-time digital banner will display a global leaderboard of all the top players across every active arena.
Solution concept
Mountkirk Games is building a new multiplayer game that they expect to be very popular. They plan to deploy the game's backend on Google Kubernetes Engine so they can scale rapidly and use Google's global load balancer to route players to the closest regional game arenas. In order to keep the global leader board in sync, they plan to use a multi-region Spanner cluster.
Existing technical environment
The existing environment was recently migrated to Google Cloud, and five games came across using lift-and- shift virtual machine migrations, with a few minor exceptions. Each new game exists in an isolated Google Cloud project nested below a folder that maintains most of the permissions and network policies. Legacy games with low traffic have been consolidated into a single project. There are also separate environments for development and testing.
Business requirements
Support multiple gaming platforms.

Support multiple regions.

Support rapid iteration of game features.

Minimize latency.

Optimize for dynamic scaling.

Use managed services and pooled resources.

Minimize costs.

Technical requirements
Dynamically scale based on game activity.

Publish scoring data on a near real-time global leaderboard.

Store game activity logs in structured files for future analysis.

Use GPU processing to render graphics server-side for multi-platform support.

Support eventual migration of legacy games to this new platform.

Executive statement
Our last game was the first time we used Google Cloud, and it was a tremendous success. We were able to analyze player behavior and game telemetry in ways that we never could before. This success allowed us to bet on a full migration to the cloud and to start building all-new games using cloud-native design principles. Our new game is our most ambitious to date and will open up doors for us to support more gaming platforms beyond mobile. Latency is our top priority, although cost management is the next most important challenge. As with our first cloud-based game, we have grown to expect the cloud to enable advanced analytics capabilities so we can rapidly iterate on our deployments of bug fixes and new functionality.

For this question, refer to the Mountkirk Games case study. Games wants to limit the physical location of resources to their operating Google Cloud regions.
What should you do?

  1. Configure an organizational policy which constrains where resources can be deployed.
  2. Configure Identity Access Management (IAM) conditions to limit what resources can be configured.
  3. Configure the quotas for resources in the regions not being used to 0.
  4. Configure a custom alert in Cloud Monitoring so you can disable resources as they are created in other regions.

Answer(s): C




Company overview
Mountkirk Games makes online, session-based, multiplayer games for mobile platforms. They have recently started expanding to other platforms after successfully migrating their on-premises environments to Google Cloud.
Their most recent endeavor is to create a retro-style first-person shooter (FPS) game that allows hundreds of simultaneous players to join a geo-specific digital arena from multiple platforms and locations. A real-time digital banner will display a global leaderboard of all the top players across every active arena.
Solution concept
Mountkirk Games is building a new multiplayer game that they expect to be very popular. They plan to deploy the game's backend on Google Kubernetes Engine so they can scale rapidly and use Google's global load balancer to route players to the closest regional game arenas. In order to keep the global leader board in sync, they plan to use a multi-region Spanner cluster.
Existing technical environment
The existing environment was recently migrated to Google Cloud, and five games came across using lift-and- shift virtual machine migrations, with a few minor exceptions. Each new game exists in an isolated Google Cloud project nested below a folder that maintains most of the permissions and network policies. Legacy games with low traffic have been consolidated into a single project. There are also separate environments for development and testing.
Business requirements
Support multiple gaming platforms.

Support multiple regions.

Support rapid iteration of game features.

Minimize latency.

Optimize for dynamic scaling.

Use managed services and pooled resources.

Minimize costs.

Technical requirements
Dynamically scale based on game activity.

Publish scoring data on a near real-time global leaderboard.

Store game activity logs in structured files for future analysis.

Use GPU processing to render graphics server-side for multi-platform support.

Support eventual migration of legacy games to this new platform.

Executive statement
Our last game was the first time we used Google Cloud, and it was a tremendous success. We were able to analyze player behavior and game telemetry in ways that we never could before. This success allowed us to bet on a full migration to the cloud and to start building all-new games using cloud-native design principles. Our new game is our most ambitious to date and will open up doors for us to support more gaming platforms beyond mobile. Latency is our top priority, although cost management is the next most important challenge. As with our first cloud-based game, we have grown to expect the cloud to enable advanced analytics capabilities so we can rapidly iterate on our deployments of bug fixes and new functionality.

For this question, refer to the Mountkirk Games case study. You need to implement a network ingress for a new game that meets the defined business and technical requirements. Mountkirk Games wants each regional game instance to be located in multiple Google Cloud regions.
What should you do?

  1. Configure a global load balancer connected to a managed instance group running Compute Engine instances.
  2. Configure kubectl with a global load balancer and Google Kubernetes Engine.
  3. Configure a global load balancer with Google Kubernetes Engine.
  4. Configure a Multi Cluster Ingress with a global load balancer and Google Kubernetes Engine.

Answer(s): A




Company overview
Mountkirk Games makes online, session-based, multiplayer games for mobile platforms. They have recently started expanding to other platforms after successfully migrating their on-premises environments to Google Cloud.
Their most recent endeavor is to create a retro-style first-person shooter (FPS) game that allows hundreds of simultaneous players to join a geo-specific digital arena from multiple platforms and locations. A real-time digital banner will display a global leaderboard of all the top players across every active arena.
Solution concept
Mountkirk Games is building a new multiplayer game that they expect to be very popular. They plan to deploy the game's backend on Google Kubernetes Engine so they can scale rapidly and use Google's global load balancer to route players to the closest regional game arenas. In order to keep the global leader board in sync, they plan to use a multi-region Spanner cluster.
Existing technical environment
The existing environment was recently migrated to Google Cloud, and five games came across using lift-and- shift virtual machine migrations, with a few minor exceptions. Each new game exists in an isolated Google Cloud project nested below a folder that maintains most of the permissions and network policies. Legacy games with low traffic have been consolidated into a single project. There are also separate environments for development and testing.
Business requirements
Support multiple gaming platforms.

Support multiple regions.

Support rapid iteration of game features.

Minimize latency.

Optimize for dynamic scaling.

Use managed services and pooled resources.

Minimize costs.

Technical requirements
Dynamically scale based on game activity.

Publish scoring data on a near real-time global leaderboard.

Store game activity logs in structured files for future analysis.

Use GPU processing to render graphics server-side for multi-platform support.

Support eventual migration of legacy games to this new platform.

Executive statement
Our last game was the first time we used Google Cloud, and it was a tremendous success. We were able to analyze player behavior and game telemetry in ways that we never could before. This success allowed us to bet on a full migration to the cloud and to start building all-new games using cloud-native design principles. Our new game is our most ambitious to date and will open up doors for us to support more gaming platforms beyond mobile. Latency is our top priority, although cost management is the next most important challenge. As with our first cloud-based game, we have grown to expect the cloud to enable advanced analytics capabilities so we can rapidly iterate on our deployments of bug fixes and new functionality.

For this question, refer to the Mountkirk Games case study. Your development teams release new versions of games running on Google Kubernetes Engine (GKE) daily. You want to create service level indicators (SLIs) to evaluate the quality of the new versions from the user's perspective.
What should you do?

  1. Create CPU Utilization and Request Latency as service level indicators.
  2. Create GKE CPU Utilization and Memory Utilization as service level indicators.
  3. Create Request Latency and Error Rate as service level indicators.
  4. Create an uptime check and Error Rate as service level indicators.

Answer(s): A



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