Entity Component System (ECS) is an architecture paradigm used in several games to achieve performance by nudging programmers towards data oriented paradigms. But your project doesn't necessarily need to use ECS to benefit from the tech behind it!
In this talk, I will focus on explaining how ECS arrange your data to optimize for fastest iteration (and reasonably fast lookup) speeds across one or several components and how you can reuse similar data structures in your program to achieve similar results.