Architecting Content for a Live Service Game | Unreal Fest Europe 2019 | Unreal Engine

Architecting Content for a Live Service Game | Unreal Fest Europe 2019 | Unreal Engine

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Published on ● Video Link: https://www.youtube.com/watch?v=uAg1SETGhEU



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Unreal (1998)
Duration: 33:39
3,351 views
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YAGER knows first hand that live service games are under constant evolution after ship, which puts heavy requirements on the initial architecture. In this presentation from Unreal Fest Europe 2019, Senior Game Engineer Joakim Ohlander explains how YAGER changed the Dreadnought progression system from around ~100 assets to ~5,000 in a very short amount of time, and how they are applying what they've learned to their new game, The Cycle.

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Tags:
Game Engine
Unreal Engine
Unreal
UE Fest
Unreal Fest Europe
Unreal Fest
UE4
Game Development
Prague
Epic Games
Game Dev



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