Engineering Live Ops on Call of Duty: WWII
summary
Post-launch system design centers on remotely controllable settings and tiny hotfixes: mutable console variables are exposed as net overrides so movars can be toggled server-side (minor versions apply silently, major versions wait until a match ends). A content backend caches small CPC patches (aiming for weekly releases under ~10 MB) and supports dormant rollbacks and selective rollout to specific user IDs. Asset gates, branching (mainline/release/other) and automated playlists prevent spoilers and reduce package size, while analytics plus first‑party crash dumps drive targeted fixes.
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chapters (12)
- 0:00Start
- 5:42Net Overrides
- 6:09Versioning
- 7:49Login Queue
- 12:13Mark Files as Dormant
- 14:37How Do You Content Locke without Blocking Anyone
- 16:37Targeted Integrations
- 16:56Checking Approval
- 24:10First Party Crash Dumps
- 33:43Live Retail Kits
- 34:58Title Update
- 43:10Kill Switches
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