From the first few sentences of the article: "ECS meant that iteration was quick because adding new or modifying existing systems or game objects was easy, and performance gains were clear when saving and loading the Case Board." and there's an accompanying screenshot with perhaps 20 objects on a case board. I scanned through the rest of the article with one question in mind: what the hell? ECS is not a solution to p…
We built a new Voxel-Based Character Control that enables smooth navigation in cramped, complex and dynamic environments; it makes character movement more natural and fluid.
Fluid movement can be a problem, but "Voxel" is not what you did here, it's a marketing term. Maybe start with how a 2d collider for a 2d game should perhaps be a sphere smaller than the character (not a square, they get stuck on corners), and then say sth interesting about how you solved 3d. I am fairly certain that "voxel" isn't what happened, esp with the prior of "ECS".