Game Preservation Best Practices An EA Case Study

Garrett Fredley Software Engineer, 01 What is ‘Preservation’?

Raw Data

Tools / Software Code

Sync and Place Raw Data Tools / Software Code

Build

Install / Configure Compile Raw Data Tools / Software Code

Server Distribution Services

Install / Configure 02 Preservation at Electronic Arts

Monthly Build Production (Game Builds Worldwide) 20

18

16

14

12

10

Terabytes 8

6

4

2

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Days in June Archivists / Preservation Management Content Creators Preservationists 03 Tasks of Preservation Stage 1 – Setup

Collect Create Archive Setup Information Machines Environment

• Machine / • Submit machine • Production Environments request per Software domain • Software • Console SDKs • Local admin • Tools • Local SCM Repo account • SDKs • CI Infrastructure • Transfer PC • Documentation installers to the • Major Changes machine Stage 2 – Requisition

Sync Production Submit Data to Data Local SCM Server

• Art Assets • Changelist for each release Raw Data Release Data • Audio Assets • Single • RTM & Patch changelist for Data content • DLC Data Content Game • Variant Data PC PC • Client & Server Data Stage 3 – Reproduction

Reproduce Key Reproduce Verify Product Releases Content

• Demo • Export Raw • Deploy Builds • Beta • Import into • Patch existing game engine game • RTM / region / variant • Convert for • View content in platforms engine • Patch / region / Beta.exe RTM.exe File.fbx variant • View content in game • DLC / region / variant Stage 4 – Submission

Detail Archive Submit Archive Clean Up in Catalogue

• VMs & • Additional • Destroy Credentials verification archiving performed machines • Tools and Services • Images • Close tickets Installed transferred to • Update progress the vault • Missing / reports Unavailable Data 04 Creating a Cultural Change Competitive Analysis Historical Analysis Patching

Legal Remastering Redistribution We don’t intend to remaster

It’s too expensive to preserve work

PSLS - Article Link Gamespot - Article Link Create the Realization

Blade Runner, 1997 Starcraft, 1998 Silent Hill 2 & 3, 2001 / 2003 Westwood Studios Blizzard Konami

Kotaku - Article Link arstechnica - Article Link Eurogamer - Article Link Define the Capability

Art / Audio Build Services 1-3

Archive Programming Variants Reduce Manual Labor 05 Tools of the Trade Virtual Machines Art Audio Code Builds Variants

10+ TB Physical Machine Art Audio Code Builds Variants

Physical Machine Chef

Art Machine Game 1 Art Game 2 Art

2018.3.2 17.0

Art 2018.2 Machine 3.1.2.1

2017 2017 06 Preparing for the Future “You will be able to play games “There's a world where it gets with your friends anytime, easier and easier to move that anywhere, and on any device” code around -- where we may not have to do an annual Ken Moss, CTO @ EA, Project release” Atlas Andrew Wilson, CEO @ EA, Bloomberg

Final Notes

Don’t be known for an industry tragedy

Automate and build. Reduce that manual labor

Be prepared. The world is changing Thank you for Listening

Questions & Answers

Garrett Fredley Software Engineer, Electronic Arts www.linkedin.com/in/garrett-fredley-4610b8b5