{"id":81279,"date":"2019-02-08T23:40:00","date_gmt":"2019-02-08T23:40:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/336301"},"modified":"2019-02-08T23:40:00","modified_gmt":"2019-02-08T23:40:00","slug":"video-how-overwatchs-gameplay-architecture-creates-variety","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/02\/08\/video-how-overwatchs-gameplay-architecture-creates-variety\/","title":{"rendered":"Video: How Overwatch&#8217;s gameplay architecture creates variety"},"content":{"rendered":"<p>Each hero in <em>Overwatch<\/em>\u00a0must stand on their own in terms of depth, so how does Blizzard add new gameplay features without complicating the development process?\u00a0<\/p>\n<p>In this GDC 2017 session, Blizzard&#8217;s Timothy Ford explains how <em>Overwatch<\/em> uses the Entity Component System (ECS) architecture to create a rich variety of layered gameplay.<\/p>\n<p>Ford discusses how this networked simulation works, and how it leverages determinism to achieve responsiveness and precision.\u00a0<\/p>\n<p>It\u00a0was an insightful talk that&#8217;s definitely still worth watching, so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=W3aieHjyNvw\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Each hero in Overwatch\u00a0must stand on their own in terms of depth, so how does Blizzard add new gameplay features without complicating the development process?\u00a0 In this GDC 2017 session, Blizzard&#8217;s Timothy Ford explains how Overwatch uses the Entity Component System (ECS) architecture to create a rich variety of layered gameplay. Ford discusses how this [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":81280,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-81279","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/81279","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=81279"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/81279\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/81280"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=81279"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=81279"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=81279"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}