Rowan Hamilton (Lead Tools Engineer, Blizzard Entertainment)
Location: Room 3004, West Hall
Date: Monday, March 20
Time: 3:50 pm - 4:20 pm
All Access Pass, Summits Pass
Vault Recording: Video
Audience Level: All
Modern game development requires the management of vast amounts of source data. As the industry moves towards globally distributed teams—and people are more often working from their homes, rather than the office—how do you build source control workflows that are frictionless for users, rather than being a source of frustration?
In this talk, Rowan Hamilton, Lead Tools Engineer at Blizzard Entertainment, will look at the principles behind Overwatch's custom source control solution, designed to allow users to work in large, highly branched repositories. In addition, they'll explore how this system struggled as the team transitioned from working out of a single office to a global team of hundreds of developers working from their homes, and the new technologies we incorporated to address these issues.
Attendees will gain insight in the strategies and technologies used to build a source control system focused on video game content production, as well as strategies applied to support efficiently distributing content to a global team working from home.
This is for engineers with an interest in source control or content distribution strategies, particularly those with an interest in improving the experience of non-technical users interfacing with those systems.