Overwatch's Entity Component System and Server-Authoritative Netcode
GDC Festival of Gaming · Talk · YouTube title: Overwatch Gameplay Architecture and Netcode
Why it's here
HN treats it as the best real-world AAA example of ECS and game netcode, and cites it constantly in discussions of data-oriented design.
What it covers
Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they keep the game responsive and fair.