~/talk

Plan for Unplanned Work: Game Days with Chaos Engineering

Talkat Voxxed Days CERN 2026 · on Tuesday, 2026-02-10· [devops-and-delivery, observability]
slides:none on file

Explains how PagerDuty runs controlled chaos engineering as scheduled failure Fridays (now “failure any days”), injecting real-world variables like killed servers, severed networks or simulated region outages, measuring a defined steady state and using a hypothesis formula “under X circumstance…”. Experiments run with an incident commander, scribe and rollback plan, sometimes in 24 minutes, treated as real incidents, followed by post‑incident reviews and backloged fixes; incident commanders rotate every 48 hours.

AI-written summary · about

  1. 0:00Introduction and conference opening
  2. 1:22Microservices dependencies and incident risks
  3. 4:14Netflix Chaos Monkey and Chaos Kong history
  4. 5:58What is chaos engineering and its principles
  5. 7:46Four principles of chaos engineering
  6. 8:28Steady state and system monitoring
  7. 9:32Formulating chaos engineering hypotheses
  8. 11:17Real-world variables in chaos experiments
  9. 11:58Minimizing blast radius in production
  10. 13:00Game days and incident response practice
  11. 14:27Testing observability and escalation policies
  12. 15:30Incident Command System and team roles
  13. 17:17Duration and post-incident reviews of game days
  14. 18:00Verifying steady state and incident response
  15. 19:24Defining groundwork for experimentation
  16. 20:06Testing alerting and notification systems
  17. 21:29Troubleshooting and resolution practices
  18. 22:33Post-incident reviews and knowledge sharing
  19. 23:58Avoiding tribal knowledge and sharing findings
  20. 25:00Revisiting SLOs and error budgets
  21. 26:02Surprise game days and organizational readiness
  22. 27:25When to and when not to run game days
  23. 29:49Reorganizations and timing considerations
  24. 31:14Leadership buy-in and organizational support
  25. 32:40Benefits of chaos engineering and game days
  26. 35:28Team onboarding and incident response training
  27. 36:31Planning game days at PagerDuty
  28. 38:58Post-incident review and documentation
  29. 39:39Starting small and scaling chaos engineering
  30. 40:43Key elements of a chaos experiment hypothesis
  31. 41:26Summary and closing remarks
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