GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

A QA Perspective on Live Game Production

Michael Vork Larsen  (Lead Tester, RETO MOTO)

Location: Room 2006, West Hall

Date: Friday, March 22

Time: 3:00 pm - 4:00 pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Production & Team Management

Format: Session

Vault Recording: Video

Audience Level: All

In a live game with millions of players across the globe and frequent releases, how can you maintain stability and keep it from deteriorating into a bug-filled pile of mess?

This presentation offers a unique QA perspective on the pitfalls and lessons learned from a growing and evolving production on a game as a service. Working on 'Heroes & Generals', a game that merges first-person shooter action with a strategic layer where player decisions can turn the tide in an ongoing war, the RETO MOTO team has evolved their development and test processes over the years into an effective agile model.

Learn how RETO MOTO organizes production into four phases (design, feature, release, hotfix), involve the QA team early on and apply strict multiple test pass procedures on dedicated feature streams to improve quality and lower the risk of failure.


Attendees will learn how a proven agile test flow for a large production on a live game can improve the quality of the product, lower the risk of failure and make for a happier workplace.

Intended Audience

Anyone involved in game development who works with tight deadlines. Knowledge of revision control and continuous integration systems is helpful, but not required.