Architecting Content for a Live Service Game
summary
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.
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chapters (10)
- 0:00Start
- 1:53ARCHITECTING CONTENT
- 6:21PROBLEMS!
- 7:03SCALING CONTENT
- 10:56CREATING CONTENT
- 16:03RELEASING CONTENT
- 21:21#3 SECOND LIVE GAME
- 28:35TARGETING
- 29:00IMPACT
- 32:02SEPARATION OF DATA AND EXECUTION
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