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How Online Game Studios Archive Footage for Future Remasters

Every few years a classic game returns as a remaster: sharper graphics, rebuilt sound, new subtitles and modern controls. Behind many of those projects is an archive problem.

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Every few years a classic game returns as a remaster: sharper graphics, rebuilt sound, new subtitles and modern controls. Behind many of those projects is an archive problem. Studios that kept their source files, recordings and footage well can remaster efficiently. Studios that did not sometimes discover that the original art, audio or even code has been lost, and have to rebuild it by hand from old videos.

Archiving is part of my work, and game studios face some of the hardest archive challenges in media. Here is how the better ones handle it.

What studios need to keep

A game is not a single file. It is thousands of assets in dozens of formats, plus the tools that built them. For a future remaster, the most valuable materials are:

  • Source art: high-resolution textures, models and concept art before compression.
  • Audio stems: music, effects and voice recordings as separate, uncompressed tracks.
  • Cinematic projects: the edit files and footage behind cutscenes and trailers.
  • Code and build tools, with the exact versions used.
  • Localisation files and subtitles in every language.
  • Captured gameplay footage showing how the original looked and played.

Captured footage is often overlooked, but it is the reference that tells a remaster team what the original actually felt like, including bugs and quirks that players remember fondly.

Formats that survive

The main enemy of archives is format obsolescence. A file saved in an old proprietary format may be unreadable in fifteen years if the software no longer exists. Studios that archive well convert important assets into open, widely supported formats alongside the originals: WAV or FLAC for audio, OpenEXR or TIFF for images, and well-documented video codecs for footage.

Video archives often keep masters in high-quality intermediate codecs such as ProRes or FFV1, a lossless codec designed with preservation in mind and used by several national archives.

Storage, copies and checks

Archives follow the same rule as any important media: multiple copies, on different types of storage, in different places. Large studios use LTO tape for long-term storage because it is cheap per terabyte and can last decades, combined with cloud storage and on-site servers for easier access.

Copies are only useful if they are intact. Good archives use checksums to verify files regularly and detect silent corruption, sometimes called bit rot. The same verified copy habit applies to everyday editing, as described in how to organise a video edit before you make the first cut.

Metadata is what makes an archive useful

A drive full of files named final_v2_NEW is not an archive. Assets need descriptions, version numbers, dates, the build they shipped in and their relationships to each other. Studios that archive well record this information when assets are created, not years later when nobody remembers the context.

Subtitles and transcripts are also part of the metadata story. They make dialogue searchable and give remaster teams the exact text that shipped, as discussed in why subtitles matter so much in online game stories.

Is "the cloud will keep it forever" a safe assumption?

Some teams assume that once files are in cloud storage, preservation is solved. I think that is risky. Cloud accounts can be closed when a project is cancelled or a company is acquired. Storage plans change. A file that nobody has opened for ten years may be in a format nothing can read, even if the bytes are perfectly safe.

Cloud storage is a useful part of an archive, not a replacement for one. It still needs an owner, a plan for formats, regular integrity checks and documentation that explains what everything is.

Online games add live complications

Online games change constantly, which makes archiving harder. Seasonal events, temporary maps and story chapters may exist for only a few weeks. Studios that want to remaster or revisit these moments need to capture builds and footage at each stage. Some publishers now record official footage of every major live event for exactly this reason. When I spoke with people working on online platforms for this piece, including teams around an online gaming network connected to ankertoto, the most organised ones treated each seasonal update as a version to be archived, not just a patch to be replaced.

Documentation is the piece most often missing. An archive may hold every texture and sound file, yet nobody remembers which build shipped, which plug-in rendered a particular effect or why a level was changed late in development. Studios that remaster well tend to keep short written notes alongside each milestone: what changed, which tools and versions were used and where the important files live. Ten minutes of writing at each release can save weeks of detective work a decade later, when the original team has moved on and the remaster team is trying to rebuild their decisions from scratch.

Lessons for anyone with media to keep

You do not need a studio budget to archive well. Keep originals as well as exports. Use open formats where possible. Make at least two verified copies. Name and describe files when you create them. Check old archives once a year to make sure they still open.

Players are often part of this story too, preserving recordings and wikis when studios do not, as explored in why online game archives matter for players and historians. More in our Games section.

PB
Philippa Brennagh

Philippa worked as a freelance subtitler for broadcasters and game studios. She writes about captions, transcripts and archives, and she believes good metadata is a form of kindness to your future self.

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