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Bringing Replays to 'World of Tanks: Mercenaries'

Andrew Glover (Lead Software Engineer, Wargaming Sydney)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: TBD

Audience Level: Intermediate

Game replays are becoming increasingly important for e-sports, learning, and social sharing, by driving player engagement outside the core game loop. Introducing a replay system into a existing game has many of its own unique challenges, as we discovered when bringing a server-side replay system to the already live console title, World of Tanks: Mercenaries. We will provide an overview of the infrastructure required to implement server-side gameplay recording and playback, including the architectural solutions to client-side problems when existing game engine assumptions about the flow of time and space are no longer true. Whilst the examples are specific to World of Tanks: Mercenaries, the concepts themselves are applicable to any game engine.


Attendees will understand the potential problems in bringing replays into an existing game, the solutions that can be used to overcome these, and how to architect future systems to avoid them. They will have an overview of the recording infrastructure required, and understand how replays complement testing and debugging processes.

Intended Audience

This presentation is intended for engine and gameplay programmers or testers, especially those who deal with systems that have traditional assumptions of how a game uses them, such as animations, particles, timers, object lifetime, and resource loading.