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|Session Name:||The Data Building Pipeline of 'Overwatch'|
|Company Name(s):||Blizzard Entertainment|
|Track / Format:||Programming|
|Overview:||'Overwatch' is based on a proprietary game engine developed at Blizzard that shipped simultaneously on three platforms: PC, PlayStation 4, and Xbox One. Blizzard delivers monthly updates with new maps, heroes, and game modes. To make this all possible, the team at Blizzard developed a proprietary source content revision system and data conversion pipeline to match that could keep up with the fast paced world they were getting themselves into. With the core design philosophy of "The fastest results are ones you do not need to provide." this presentation will dive into the inner workings of that system. Topics such as the technologies used, scalability issues addressed, approaches taken, goals set, goals met, and some mistakes made along the way will all be presented.|