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Architecting Content for a Live Service Game

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YAGER documents moving Dreadnought from roughly ~100 assets to ~5,000 and hitting startup times (14s → 1m30s), editor slowdowns (1:13 → 4:22) and OOMs. Fixes include UID + Commandlet JSON exports to sync backend, soft referencing and async loads to avoid blocking hitches, and a shift for the next title to data tables and separation of data and execution with weak asset refs. The new pipeline reduces asset count, lowers cook times, makes merging JSON-friendly, and speeds content iteration for live updates.

AI-written summary · about

  1. 0:00Start
  2. 1:53ARCHITECTING CONTENT
  3. 6:21PROBLEMS!
  4. 7:03SCALING CONTENT
  5. 10:56CREATING CONTENT
  6. 16:03RELEASING CONTENT
  7. 21:21#3 SECOND LIVE GAME
  8. 28:35TARGETING
  9. 29:00IMPACT
  10. 32:02SEPARATION OF DATA AND EXECUTION
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