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.

Game Preservation Best Practices: A Real Life EA Case Study

Garrett Fredley  (Software Engineer, Electronic Arts)

Location: Room 2014, West Hall

Date: Wednesday, March 20

Time: 5:00 pm - 6:00 pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Expo, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!

Topic: Advocacy

Format: Session

Vault Recording: Video

Audience Level: All

Game development is a fast-paced field with titles coming out by the hundreds each year. Not only that, each year older titles are being re-released with higher graphical fidelity and improved mechanics. Are you prepared for the future? To analyze the preservation of IPs, Electronic Arts' Garrett Fredley will expose the struggles and challenges of his work preserving releases for multiple AAA sports franchises and detailing processes that can apply to nearly every game team.

Issues addressed in this session include the construction of guidelines for how preserved work that correlates to several teams (engineering, content, marketing, web and mobile companion apps, etc) should be handled, and convincing teams to follow protocols that best support future re-mastering (convincing them to keep documentation, utilizing version control solutions, etc).

This becomes increasingly complex for large-scale organizations like Electronic Arts; even more so, given their sports titles being some of the largest and most complex franchises in their portfolio. Tech issues include the challenges around leveraging tools and technology to take existing, production work and translating that into an "archived" state at such a rate that it can support yearly release cycles such as their sports franchises. This talk will provide practical tips for organizations of all sizes on preservation.


This talk will provide an understanding of preservation within the games industry, the importance that efficient tools and processes have, and how your company can begin working towards integrating preservation in to your own work.

Intended Audience

This talk is perfect for project managers, development leads, or those interested in discovering new methods of content management. While no previous experience is required, a short background in programming with help juxtapose some of the technical solutions with familiar concepts.