Devoted Stories
20.10.2022

Ray Song: “You need to be crazier than the world!”

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Let’s get introduced! Tell us about yourself in a few words.

Hello everyone, Iam Ray Song. I have been in the game industry for 13 years. Now, as a shareholder of 7 kingdom, I am also responsible for the research and development of a console project in China as an Art Director.

 

What inspired you to choose this profession?

I liked playing games since I was a child, I also studied art and was admitted to an art school. After graduation I engaged in the next-generation game art.

Reveal a secret sauce of your professional development.

Keep learning and don’t be stingy in it.

Give some useful advice to your colleagues who are just starting out in the profession.

No matter how difficult or bad your life is, please maintain professional concentration and enthusiasm for a long time. Just as the development project will be postponed, the professional development is the same.

Tell us about the project that changed you as a person.

I think it should be my first project: God of War III.

How do you see the future of the industry?

It was a very bad time, but the gaming industry was the best of times.

What do you want to learn next?

The UE5 engine is so fascinating!

What keeps you going in this mad world?

You need to be crazier than the world!

How do you manage burnouts and unfortunate difficulties as a professional?

Temporarily become a workaholic and bury yourself with countless work. Don’t stop. One day you will find that methods and opportunities are always more difficult than difficulties. I want to participate in the research and development of the Naughty Dog, The Last of II. I have traveled to a lot of places and taken a lot of pictures. I like to observe different corners of the world very much.

18.10.2022

Highlighs from the episode: “14 Things to Know to Raise VC Money in Gaming”

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Richard Kim, Partner at Galaxy Interactive
William Rhys Dekle, Partner at Strategic Alternative
Sam Engelbardt, Managing Partner at Galaxy Interactive

Highlighs from the youtube-episode “14 Things to Know to Raise VC Money in Gaming”<

Because of the COVID-pandemic we’ve seen a lot of industries that were struggling with the new conditions of today’s world, while the gaming industry was booming. It created a lot of opportunities for many companies to strengthen their position in the market. The question is, how do you do it? That is why we dedicated this episode to learn what the whole process of raising venture capital is and how can one make their company attractive.

What are 5 the most important things to see in a company’s pitch?

Richard: The first thing I’d love to see is a micro-level understanding of what you’re building and what your right to build this thing is. One should ask themselves, what they know about this thing that very few other people do whether it comes from personal experience or personal interests, but it has to be something that keeps you motivated throughout the very difficult process of building a company.

The other thing I want to see is not in the pitch, it is something you get from personal communication and video calls. It is how founders interact with each other because it is so important to have a shoulder to cry on when you’re building those things because of many unexpected obstacles that can punch you in the face. It gives an idea of how founders would go through hard times.

I also want to get a sense of the track record of a team and its ability to navigate all of the challenges of building a studio.

And I guess we need to talk about a market element as well: if it is a venture-backable opportunity because there’s a tone of cool ideas that just don’t have venture-level scales.

The last thing I would like to point out is what your unfair advantage is. The idea can be very rare and unique but it’s quite rare to find founders who can not only find important insights from their experiences but also go and execute them. We have to be convinced that not only do these people sell a potentially very big idea, but rally the people needed to make it happen.

Let’s talk about investing in content. What is the due diligence that you do about content? How do you understand that this particular game would be interesting for users? Is it something that can be predicted?

Sam: Games are interesting because they are unlike films, TV shows, and a lot of other things that we’ve seen. With games you don’t have to make your best piece of content the day you release it, in fact, you almost never will. It is very special because in gaming you have an opportunity to refine, rework, iterate on, and really build the content experience which is going to be forever changing, particularly in the games that we are especially interested in. Games are being operated on and built over time, that’s why you just want to make sure that you’ve got the people that have the creative vision and edge, and experience to create and develop a game, but also ship a game, market it from its release through its lifecycle, build a community, and so on. Those are the things that are not available in other forms of content and are really unique. So we pay a lot of attention to that; we constantly remind ourselves that our specific creative preferences may or may not be determinative.

Let’s say I am an unknown founder or I don’t have a well-known team. If I want to go and raise money, should I build my personal brand as a first step?

Sam: We had a case of a project with two founders, one of them was well-known and established within the industry and at the first meeting, he introduced his younger co-founder, saying that with his 20 years in the industry this guy was the most incredible engineer he came across. And this is a very good example that by no means do you need to be a known celebrity but you need to really have the goods as a founder and as somebody that is backable. Even better when you’re somebody that the world doesn’t know yet.

Okay, I’ve decided my product is good enough and I have an audience and other elements to it that I’m going to go out and raise money for. Do I go and google “venture funds near me” or do I go to a consulting company and pay them some percent of how much money they raise so they do the introductions? Or do I go LinkedIn, and then how do I find the venture fund? How does the whole process work?

Sam: Richard and I certainly believe that venture is going to evolve into specialized sector-focused funds and teams of people that really have deep expertise in the particular area that they are focused on. And in the case of interactive content and technology, it is a relatively new thing that they are sector-focused funds. Even 3-4 years ago there hasn’t been such a thing as funds focused on interactive content, and probably this tendency is going to spread to other industries. So if you are a founder in an interactive sector, you probably going to prepare a list of companies that make investments in your sector. It’s still a small enough space in the universe of investors. You can look in Pitchbook which helps you identify which firms have been out there or which deals have been done, or ask your industry colleagues for a piece of advice or intros; make connections on LinkedIn or keep in touch with latest industry news.

As for the agencies, I feel like there are very few early-stage companies that are engaging bankers to raise money for them. There is only a couple of really credible and high-quality interactive-content-focused bankers, around there, so we have actually only a couple of projects in our portfolio that have been introduced to us through bankers. So if the company comes to us from trusted bankers who really have some trusted expertise in the industry, we understand that it is going to be a terrific deal. But the same strategy is not going to work with a pretty random or unknown consultancy firm.

Rhys, in your experience, does the founder have to be all-time on the road raising money rather than working in the business? Especially if you have a long-term product that needs investments and iterations.

Rhys: I believe that a good founder is always making the relationships and connections for the future, they are always having conversations, but they don’t necessarily go out and hardcore pitch to raise the next round until they figured out a kind of timeline. You don’t want to be out of money when you raise successfully your next round either; you want to have a little bit of cushion and you know it is probably a six-months process at least. So you just kind of do the backward maths, that’s what I’ve seen from the guys I work with.

Have you invested during pandemics? And what are the steps that you had before in your due diligence process before the pandemic and what are the steps that have been added to it because of lockdown?

Sam: I think we’ve made 20 investments since March 2020, so we’ve absolutely invested during and throughout the pandemics, the first batch of those projects was discussed prior the COVID-19. Actually, we started working on most of these projects prior to the lockdown. For those that we started working on later, the process depended on how the introduction was made. We either made the first call for real warm introductions to me or Richard directly. And most of the companies we’ve invested in are those we’ve known the founders before. But we also have a procedure that after a short introduction or an e-mail exchange, we give an opportunity to spend some time with our team so that we could have a closer look and evaluate the project properly. The team forms an opinion and shares it with us, and they usually know our tastes and preferences, so it usually works well.

18.10.2022

How to Build a Career of an Artist in Video Game Industry with Horia Dociu

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Recently we invited Horia Dociu to our SpeakEasy podcast at Devoted Studios. Horia is a publishing art director at 343 Industries working on Halo remastering. Before that, he was a studio art director for Arenanet, worked as a cinematic director, and also was a part of Sucker Punch and a bunch of other studios. We had a fantastic interview together and have some insights to share.

Horia, the question for you. Do you think that there are a lot of opportunities to build a career in the video games industry?

I believe that now is the best time to be in the game art industry. It’s a huge industry with lots of technical abilities, game software, and instantly growing popularity. We have PCs and mobile gaming, consoles, and on top of it, the Internet is different from 25 – 30 years ago. There’re so many online resources: free engines, 2D and 3D software, as well as every type of learning resource you can imagine. When years ago you had to save tens of thousands of dollars to go to college and get a degree to secure a job, now everything that matters in the gaming industry is your portfolio.

The best advice I ever received here was “Make your portfolio look like you’ve done the job you’re applying for”. And you can choose how to learn and improve your skills by yourself, either you take an online course, find yourself a mentor or use free tutorials on YouTube. Another great thing is that the gates in the industry are open for people who are working online, and companies hire people remotely, which means that you can have a full-time contract with any company, regardless of the country you live in, as soon as you are good enough.

 

You mentioned an interesting piece of advice on a portfolio. Let’s say someone wants to get hired at the Call of Duty team for weapons or hard surfaces. Does that mean that they should do a bunch of CoD fan art for their profile?

The teams working on the games such as Call of Duty operate like the whole ecosystem connected one to another. And if they need to replace someone who resolved a bunch of tasks, they will be looking for a person who has the work they need in the portfolio. You may be an amazing character artist but your portfolio would be skipped if they are looking for someone who creates guns. On the other hand, if you make your portfolio look like you managed to cope with the tasks that need to be resolved, and the results you’ve got match their requirements, the chances you get noticed are certainly higher.

So how to build a career in videogames industry nowadays?

A lot of people don’t completely realize that they are in the driver’s seat, and the choices they make on an everyday basis can lead them to their destination point or take them far away from that. Try to imagine where you want to be in 20 years from now. Of course, your initial goal may change, but it can become a North Star in your career. Let’s say I want to become a Pixar movie Director in 20 years. Now I can ask myself where a Pixar movie Director would be 10 years before that, and then where should I be in 5 years, year, month, or a week from now to reach this goal. If you can work back your goal like that, you can define what should you be working on today or this week that will help you to reach your goal in 20 years. That’s how you eat an elephant – one bite at a time because obviously, you can’t become a movie director all of a sudden, you need to take those tiny little steps.

 

Another mistake people tend to do nowadays due to the Internet and Social Media growth, is that they set up a goal to become famous. One of my friends, who is a teacher, says that all of her six-graders say they want to become famous, whether they want to make YouTube videos, Social Media blogs, or create video games. That’s a little bit mind-boggling because instead of asking yourself what you want to be good at, you make your goal vague. You never gonna get that fame without a clear understanding of what you want to bring to this world, what skills you need to master, and what sphere you’re really into.

All of these don’t mean you can’t change your destination point or career path. I’ve got a buddy who was not an artistic type and signed up for the programming degree, and then he switched over to art, and now he runs his own animation studio working for Netflix and huge companies. This is a very inspiring story about the success that comes after you figure out what you want and what are you able to do.

Continue reading “How to Build a Career of an Artist in Video Game Industry with Horia Dociu”

17.10.2022

Events That Break Into the Metaverse

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Over the past two years, competition for the attention of online participants at different events has grown considerably. Organizers realized that online events require a professional approach to filming. Broadcasts have turned into full-fledged TV shows. But even this is not enough – any notification from a messenger or social network can distract a participant. VR-helmet-based meta-format gives the participants a full immersion, and the organizers – their undivided attention. In the meta-universe, there is no need to rent light sources and cameras, they can be created with a computer mouse. As noted by Anastasia Askolskaya, director of events in virtual worlds, the organizers will cease to be limited not only by the budget but even by the laws of physics.

 

Besides, the meta-virtual universe can give events the continuity they talk so much about in the event industry. Participants will get not just an event, but a small world where communication can go on forever.

Travis Scott’s Fortnite Concert

Probably the hottest and really cool event that happened in the metaverse. During the pandemic, concerts were banned and artists “ran aground.” Trying to hold online gigs turned out to be a completely uninteresting format. Then the game industry came to the rescue.

 

In the game, Fortnite on a particular map Travis Scott held his concert in 2020, which brought him $20 million for 10 minutes! And it was a whole new level.

The audience took seats in advance on the server where the stage was already set up. After the song started, suddenly and stunningly a huge Travis appeared and started dancing with the audience. At the same time, the players were part of the show: they were flying, diving, and even soaring into space with the singer, and all kinds of psychedelic special effects were pleasing to the eye. People’s emotions were off the scale because it is impossible to repeat this in reality.

In the end, everyone stayed in the black: Fortnite increased the audience of users and added a unique skin, and Travis Scott earned $20 million in 10 minutes, which is several times higher than his usual earnings. Well, and, of course, the hype for a long time to come.

Snoop Doggy Dogg

The rapper began his conquest of the metaverse by purchasing the Death Row Records label, which he decided to make the first-ever NFT recording studio. According to the artist’s plans, all members of the label would conduct their activities exactly in the metaverse. Snoop then released a music video for a joint fit with Eminem, where they appeared as the already-familiar NFT martyrs.

 

And then in the Sandbox metaverse, Snoop bought huge plots on which he plans to build a chic mansion, as well as an entertainment park Snoopverse. There will be an art gallery in addition to concerts and VIP parties, and guests can get unique tokens for completing various game tasks.

After this news, the value of the virtual land skyrocketed, and in December 2021, a record $458,000 deal was struck for the rapper’s neighboring property.

Digital Fashion Week

This March, Decentraland hosted its first-ever virtual fashion week.

Over 4 days, guests could attend virtual shows for free, as well as parties, lectures, and film screenings. Items that they liked could be purchased digitally, as well as ordered tailoring in reality.

 

Among the 60 participants were fashion giants (D&G, Balenciaga, Hugo, Gucci, Burberry, etc.), independent designers, as well as digital fashion houses that do not produce physical clothing in principle (FEWOCiOUS, The Fabricant).

 

The organizers have already announced that Digital Fashion Week will be an annual event.

Pride Month in Sandbox

Pride Month this year was not only celebrated all over the world but also in Metaverse. Sandbox celebrated pride this year with the collection of 8,430 NFT avatars released by People of Crypto Lab with NYX Professional Makeup.

 

On 24 June 2022 together with People of Crypto Sandbox launched a hub dedicated to equality, diversity, and inclusivity: “The Valley of Belonging”. To mark this event they collaborated with NYX Professional Makeup to release a collection of unique avatars that emphasize that makeup is genderless and represent the global majority of communities of color and LGBTQIA+.

NYX Professional Makeup stated to donate 100% of the proceeds from the sale of the NFT avatars to the Los Angeles LGBT Center, a total of $50,000.

Looking for an amazing experience in the Sandbox? Explore our services!

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17.10.2022

Tips on Character Customization

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Tramell Isaac is a VP of Art at IllFonic who worked on a Predator franchise released in 2020. We interviewed him about his job, projects, and character customization that sells.

 

Tramell, please tell us about how you started creating the game. Guide us through the first day of work. How did you decide to make Planetside 2?

This literally starts with people saying “Hey, we have an idea”. In my own experience, I have never been in a production where all of the pre-pro was done before production started. In theory, pre-production should be done to get all the things concepted; when you go into production you’re just making staff. But it never happened to me in reality. This particular project was made in 18 – 20 months from 0, so there had to be some concessions on how we went about building things. The engine itself was built while the game itself was being built. A lot of the things were made upon assumption because with this particular type of game having 5 – 6 hundred people on the server, you can’t test it internally. So we had to make a lot of assumptions about how the game would work.

What were the things you’ve learned on this project that you would never do again? Or otherwise, some things you wanted to bring to other projects?

Character customization is things that we have learned about the implant side. Without that experience, there would be no basis for it in Predators. This experience is a part of my story, I have learned how to construct things this way.

Let’s talk in detail about character customization. What are the key elements of building factions in the game? How do you design them visually so that certain people could relate themself to one or another faction?

Actually, it is a combination of psychology and visual style. The first thing that matters to most people is not a visual component, it is more about who they identify themselves with. Each one of the factions we created was neither evil nor good, each of them had its reasons for acting a certain way, and depending on the personality type people could imagine what they relate themselves to. One faction believed in science, the other one strived for freedom, and the third group trusted the government to find the answers and protect the citizens.

In the beginning, we had a really good split across the board, there were 30-34 members of each of the factions because each one of those people playing the game identified with the ideas of the group. And then we had to visually identify every group so that the players could immediately distinguish a friend from an enemy.

 

Creating the concept we decided that we basically identify every group with basic shapes – triangles, squares, and circles. We just took those shapes and expanded them to the vehicles, and armor, and that was how it all was born.

We ensure that we maintain those look sets within, and they might be completely blurred and eventually, those shapes start to round themselves out, so we start using “kind of a triangle” or “kind of a circle”. Besides, we used different color combinations for factions, and there are millions of other ways to do it.

How do you customize the characters so that you feel the difference when you pay money, that you have this armor or weapons that feel royal to you, that you either earned it or paid for it?

You start with making sure that every piece of content that you create makes a difference. I mean, you can sell badges and stuff like that, but if you have a jacket with a circle on it versus a square, it doesn’t really matter, it is still the same piece of clothing. Sometimes it needs to change a silhouette, sometimes it needs to be enough coverage. In Planetside 2 you would be able to change the armor on top of a character, and then add things on top of that: change the colors, camo patterns, etc. It was accumulations of the things you could do to make a meaningful change because in fact it’s a fashion show – I’m showing off my things to the other player, and if it’s cool enough, they want to get it. But it’s also important to make these items rare, some of them can be received only at special events, which will make them even more desirable.

And for me, as for artists, it is important to understand that even though I personally would not want some items myself, other people might desire them. For example, I would not buy a pink gunskin, but some other people definitely would do that.

How do you know that? Are there any methods to estimate if certain items will look attractive to others?

You should listen to what people say, this is one of the reasons why we did it inside the player studio. We made an effort to outreach to the community and find out what they want. And nine times out of ten they would come up with “I would like this”, “I want to see this in a game”, and then we would put it out and that would sell. So my point is as long as you pay attention to your clientele and to people that are actually playing the game, you’ll easily figure out what they want.

Watch the full Devoted Speak Easy episode on Youtube!

 

15.10.2022

CASE 03. Frontend & Backend for Blankos

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Devoted Studios role: Frontend & Backend Engineering
Tech details: Unity, NFT, Blockchain, PC

About the Game

Blankos Block Party is a vibrant open-world multiplayer game styled like a giant block party, with a focus on custom art and design, building your own levels, exploration of user-created levels, and curating your collection of unique and rare Blankos. This game supports the use of Blockchain, NFT technology, or Cryptocurrency. The gameplay enables players to rack up rewards and secure the rarest collectibles to build their own epic collections.


About the Project

Mythical Games needed some extra support accelerating a port of their game’s network infrastructure for better FPS performance on Unity across platforms. We partnered with a team with the right expertise to seamlessly slot in next to the game’s developer Third Kind Games, and the game was successfully launched in December 2020.

 

Outcomes

As a result of our long-lasting collaboration the game was released on schedule and received positive feedback from major industry influencers. The scope of our collaboration has also expanded to game-ready character design performed by the artists of Devoted Studios. 

Our team is eager to support your game at each stage of development — engineering, art creation, animation, level design, and management.

Create the next big thing in Metaverse!
Metaverse gaming is a massive opportunity for creators, and we are dedicated to helping our clients make the most of it. Contact us today to learn more about our Metaverse game development services and take your project to the next level!
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15.10.2022

CASE 02. Palia: Co-Development & Engineering

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Devoted Studios role: Co-development, Engineering
Tech details:Unreal, PC, Consoles

About the Game

Palia is a massively-multiplayer community simulation game set in a brand new high fantasy world with elements of open-world adventure games, inspired by Animal Crossing and Stardew Valley. It’s a cozy and welcoming world for fans of the community sim genre. The game is in the development stage with the release-date non-assigned. The first Alpha was wrapped-up in March 2022, following Alpha 2 in July 2022.

Unleash your creative vision with Devoted Studios!
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About the Project

The game originally started on PC and the development team aimed to create a cross-platform project adding more platforms from there with the possibility of cross-play. Therefore Singularity 6, Inc. came to us looking for a team to perform game porting to Nintendo Switch. The release on other platforms is planned after the PC launch.

Outcomes – WIP

Our expert team will take on the full scope of work — from deep analyzing and studying requirements to integrating the source code. Thus we can ensure a smooth porting of your game to any platform. Besides, Devoted Studios adapts games to Unreal Engine and Unity.

15.10.2022

CASE 01. Full-Cycle Parallel Porting of Spellbreak to Nintendo Switch

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Devoted Studios role: Co-development
Tech details: UE4, Nintendo Switch

About the Game

Spellbreak is a battle royale game that combines magic, roguelike, and RPG elements. Players take on the role of mages, wielding power and mobility. The game was developed by Proletariat Inc. and was first released in September 2022. It is a multi-platform game available for Microsoft Windows, PlayStation 4, Xbox One, and Nintendo Switch.

 

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Project

Proletariat Inc. addressed us with the inquiry to bring their hit Spellbreak to Nintendo Switch. After sorting through a few great options, we partnered with an experienced Unreal team on a project that turned into a parallel port as new features were added to the mainline game. This case became a perfect example of how our support provides the ultimate flexibility.

Outcomes

We managed to successfully complete full-cycle porting by the game release on September 3, 2020. We ensured a smooth transition including controls and graphics to make the game feel native to the platform and provide players with an exciting game experience. The game collected positive reviews from players with 71/100 score on Nintendo Switch according to Metacritic. This case became a perfect example of how our support provides the ultimate flexibility.

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13.10.2022

Devoted Studios Is Certified By the Women’s Business Enterprise National Council

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Devoted Studios, a business specializing in external game development, is proud to announce national certification as a Women’s Business Enterprise by the Name of RPO, a regional certifying partner of the Women’s Business Enterprise National Council (WBENC).

«Being recognized by WBNEC is really inspiring and important for us. Here at Devoted Studios, we support equality and do our best to make an impact by providing job opportunities for people from different countries, cultures, and backgrounds. I am proud that our case of a woman-owned business can empower women from all over the world to bring their ideas and values to life»

– Ninel Gryuner Anderson, CEO of Devoted Studios –  

The WBENC standard of certification implemented by the Name of RPO is a meticulous process including an in-depth review of the business and site inspection. The certification process is designed to confirm the business is at least 51% owned, operated, and controlled by a woman or women.

By including women-owned businesses among their suppliers, corporations and government agencies demonstrate their commitment to fostering diversity and the continued development of their supplier diversity programs.

Learn more about Devoted Studios.

About Devoted Studios:

Devoted Studios was founded in 2018 by Ninel Anderson, a serial entrepreneur with Masters in Corporate Law and 10+ years of experience in the video game development industry.

Devoted Studios provides turnkey solutions for external game development. We support our partners with art production (concepts, 3D, animation, mocap, scanning and scan clean-ups, lighting, tech art, and integration), engineering, cinematics, and co-dev/full-dev.

We provide external game development with a feeling of belonging. We are the devoted support players, a passionate collective of skilled artists, engineers, and the producers and managers who unite them – stepping out of the shadows of outsourcing to build equal partnerships. We nurture and lead talent to their success. Talent deserves recognition and care – and we provide it gladly, with the hope for better games and a brighter industry!

About WBENC:

Founded in 1997, WBENC is the nation’s leader in women’s business development and the leading third-party certifier of businesses owned and operated by women, with more than 17,000 certified Women’s Business Enterprises, 14 national Regional Partner Organizations, and more than 350 Corporate Members. More than 1,000 corporations representing America’s most prestigious brands as well as many states, cities, and other entities accept WBENC Certification. For more information, visit   www.wbenc.org

 

 

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12.10.2022

How much does porting a game cost?

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Game porting becomes one of the most popular services provided on the game development market. But how much does it cost and why do companies spend money on that?

How much will it cost me to port a game to a different platform?

Game porting is the term used when a video game designed to run on one platform, be it an arcade, video game console, or personal computer, is converted to run on a different platform, perhaps with some minor differences. It now becomes one of the most popular services suggested by development companies. Why does it happen?

The situation in the gaming market has drastically changed due to the growth of technologies. Some dozens of years ago people used to play on their consoles, later on computers. But with the introduction of mobile gaming the range of users who prefer different platforms has increased. That is why the biggest gaming companies began thinking of porting their games and making them cross-platform.

For example, when Cory Barlog was interviewed by GameInformer about the launch of the PC version of God of War, he said that the wave of ports PS-exclusives to PC was possible because it was a collective of studios saying that porting was a very good idea. Sony first announced that it would start releasing exclusives from PlayStation to PC back in March 2020, starting with Horizon Zero Dawn. And it took two years to develop the God of War port, meaning that work on it began just as Sony announced it.

Eventually, the experience with the God of Wars was successful as later sony made a statement that they continue porting games to PCs. They even bought Nixxes Software, a studio that is engaged in PC-ports development. They were criticized for this decision by Play Station owners, but as a matter of fact found a new audience and new players.

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Why to do game porting?

There is a peculiar joke in the game industry: if you want to make several times on one game, make a port. And no one can say that there is something unfair or bad in this approach, because in the end everyone wins: the company developers, and users on all platforms, and the platform manufacturers themselves.

A platform is not only devices of a certain manufacturer or operating system, it is, first of all, a user platform, a huge percentage of potential buyers.

For example, in the USA, Australia and Canada Android is less popular than iOS. The opposite is true in China, South Korea, Japan, Mexico, India, Brazil and so on. Think about how huge this market is. You can not just double – triple your audience. According to IDC, Android dominates the smartphone market – 87.6% of smartphone sales are accounted for by devices with Google operating system, while Apple is content with a very modest 11.7%

Porting is done primarily to increase the game audience and improve functionality, to attract new users from new directions who prefer different gadgets. Porting will help in placing products in new storages and platforms. There are two basic types of porting:

1) Porting games and apps to different platforms: with this porting, you can port your games and apps to different platforms, such as from Android to iOS, Mac, Windows, browser-based online games to PC and vice versa. You can also port games from PC to consoles and vice versa.

2) Development technology porting: this type of porting means you can port your games and mobile apps to another engine using SDK, from HTML5 to Unity3D or Flash to HTML5 and from any game engine to another engine in every possible way.

How much does it cost to port a game?

This question is not asked very often, but it worries everyone. That is why the numbers are not so evident. The cost varies from project to project. Marmalade tried to count the budgets spent on porting the games to different platforms and here’s what they got:

 

They say that if you take a ‘standard app’ with an original development budget of $50,000 for iOS, the cost of recording on Android could be 60% of that amount, i.e. $30,000. If 30% of the 750,000 apps on the App Store are standard apps, and assuming that 1/5 of those apps need to be ported to Android and are written in Objective-C, then the total conversion rate for transcoding would exceed $1 billion. And that’s a price that is of no value to the end consumer.

Whether to port the game to different platforms or stick to one is the decision every developer should make for themselves. Nevertheless. The competition on the market is growing and even the biggest developers start to release cross-platform games to please their users. 

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