The massive open world of 'FarCry5' breaks all records when it comes to the amount of data it requires. Any system that has to deal with such a load needs to be carefully crafted. This talks will present the architecture of Ubisoft Montreal's data pipeline, from edition to optimized runtime asset, with a main focus on the part performing the transformation: the asset build system. Ubisoft Montreal's Engine Architect, Remi Quenin will dive into implementation details of its dependency graph which provides minimal incremental builds, its massively parallel graph evaluation process, and its additional performance features such as distribution, caching, process isolation, and environment isolation for third party software distribution and parallelization. He'll show how the system performs on the over-10-million-nodes dependency graph of 'FarCry5'.