Prometheus: Reverse-Engineering Overwatch
This talk explores the internals of Overwatch which make the game work under the hood. We will primarily discuss STU, the proprietary data format as well as various systems built on top off it, like Statescript, Viewmodels and Dataflow. Besides this there are also a few other very interesting systems, like the ECS (Entity-Component structuring), JAM (Networking) and Managers.
The end goal is to democratise development of Overwatch. Being able to host your own servers and modify the game client to your liking should not be up for discussion for a game many people have paid money for.
All research presented in this talk was done on the first archived, still publicly available version which I could find, 0.8.0.0 Beta (0.8.24919), which got uploaded to archive.org.