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Tools Summit: Managing Source Content for 'Overwatch 2'
Modern game development requires the management of vast amounts of source data. As the industry moves towards globally distributed teamsand people are more often working from their homes, rather than the officehow 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.
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