This document discusses Guerrilla Games' approach to multi-threading entity updates in Killzone Shadow Fall on the PlayStation 4. It covers defining entities and their dependencies, a job-based system where one entity update is one job, scheduling algorithms to balance jobs across frames, and performance results showing a 4x speedup versus the PlayStation 3 version. Debug tools like yEd are used to visualize complex dependency graphs. The system allows most of the game to be programmed sequentially while exploiting multi-core performance on PS4.