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20.11.2025

5 Hidden Clauses in Publishing Contracts That Can Break Your Game Studio

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A publishing deal can look like a dream for many game studios. The publisher gives you money, support, and a way to get your game out to players.

But here’s the problem. One small line in the contract can cost you everything.

In Devoted Speakeasy Episode 36, Ninel Anderson, our CEO, spoke with Brandon Huffman, a lawyer from Odin Law and Media. Brandon has worked with Microsoft, Sony, Nintendo, and Netflix, and he knows the fine print that can make or break a studio.

Why This Matters for Game Studios

Game development is risky enough. Missing milestones, staff turnover, platform delays. Those are already hard to manage.

Imagine this:

  • Your game sells $10 million
  • Your royalty is 50%
  • You expect $5 million

But you get zero.

Why? The contract says the publisher collects all costs first, from your share.

This happens. And it’s only one of the risks Brandon warned about. Here are 5 of the most important clauses to watch out for.

Milestones That Block Payment

Most publishing deals pay after you hit milestones: alpha, beta, final.

The trap for studios:

  • Publishers redefine “done” and delay payment.
  • Extra feedback sneaks in as mandatory work.
  • You burn time and budget but still fail the milestone.
👉 Tips for game studio: Make every milestone clear in writing. Add rules for what happens if the publisher changes scope. Avoid vague language like “meaningfully consider feedback.”

Recoupment That Leaves You With Nothing

Recoup means publishers take back their costs before you get royalties. Some contracts apply this only to the developer’s share.

The trap: some contracts recoup 100% from the developer’s share. So if your game sells $10M and your royalty is 50%, you still see zero until all costs are cleared.

👉 Tips for game studio: Negotiate for shared recoup (costs split across both sides) or put a cap on recouped expenses. Always ask for transparent reporting.

Termination for “Convenience”

Some contracts let the publisher cancel whenever they want, with no payout.

The impact on studios:

  • Your team is left unpaid mid-project.
  • The publisher may keep the IP.
  • You have nothing to cover staff or overhead.
👉 Tips for game studio: Push for “termination for cause” only, or require the publisher to pay a fee if they cancel early.

Losing Creative Control Without Realizing

Publishers sometimes take creative control without calling it that. Clauses like “Publisher approval required” or “Feedback must be implemented” give them the power to dictate changes.

👉 Tips for game studio: If you’re working on your own IP, their role should be advisory, not controlling. Don’t sign away the right to decide how your game plays or looks.

Strategic Rights That Hurt Your Next Game

Publishers may ask for rights that reach beyond your current game:

  • Right of first refusal (ROFR): They get the first chance to publish your next game.
  • Last-look rights: They can match other offers.
  • Territory rights: They automatically get certain regions.
👉 Tips for game studio: Be careful. These clauses can scare away future partners and limit your studio’s growth.

Lessons From Devoted Speakeasy Ep. 36 With Brandon Huffman

Don’t sign anything you don’t fully understand.

One line in a contract can decide your studio’s future.

Things to check before signing:

  • Be clear on what each milestone means so payments don’t get delayed.
  • Make sure recoup costs are shared or capped so you aren’t left with nothing.
  • Push for fair termination terms so they can’t just walk away.
  • Keep creative control if the IP is yours.
  • Watch out for rights that tie up your future projects or deals.

Publishing contracts are survival documents, not just legal forms. If you don’t read the fine print, you risk losing your royalties, your freedom, or even your studio.

These five are the most common traps, but they’re not the only ones. From scope creep to dispute clauses, there’s a lot more hiding in the details.

That’s why Brandon’s full breakdown in Devoted Speakeasy Episode 36 is so valuable. He explains the strategies, the questions to ask, and the warning signs every studio needs to know – and there’s more of it.

Watch the full episode here to protect your game and your team.

Build Games Smarter With Devoted Studios

From art production to full co-development, Devoted Studios connects you with the talent and expertise to bring your game to life. We scale with your needs, plug into your pipeline, and help you deliver without the overhead of growing a massive in-house team.

Work With Us

20.11.2025

How Smaller Teams Are Solving Big
Game Development Problems

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How Smaller Teams Are Solving Big Game Development Problems

You’ve probably heard the phrase “all hands on deck,” but what happens when your hands are already full?

Game development is never a straight line, especially as you get closer to launch. Tasks pile up, deadlines tighten, and things start to shift quickly. Features that were once “almost done” now need urgent attention.

That’s when studios start looking for support. Not just more people, but the right kind of help. Skilled, fast, and focused.

This is where a strike team comes in.

We, Devoted Studios, are that strike team.

But, what exactly is a strike team? How does it work? And why do so many game studios (from indies to AAA) rely on them, especially in the final stretch?

We’ll explain what that means.

What is a Strike Team in Game Development?

A strike team is a small group of developers from different specialties like art directors, technical leads, or producers who come together to solve one specific challenge in the game.

Unlike traditional departments that work separately, strike teams unite people across roles to focus on a shared task. That might be fixing a bug, polishing a feature, or finishing a key system before launch.

Strike teams are temporary. They’re formed when there’s an urgent need and usually finish their work within a few weeks. Once the task is done, the team wraps up.

This model offers speed, clarity, and adaptability—all things game studios need to stay on track in a fast-moving industry.

Harvey Newman, Animation Director at Devoted Studios, explains it well on his YouTube channel,

“Normally, a team works together within their department—the art team, animation team, design team, etc. But toward the end of a game, we usually create what we call strike teams… Instead of just the animation team working together, all of a sudden you have an animator, an engineer, an artist, and a sound designer… trying to tackle a problem within the game that needs to be solved in order for us to progress forward.”

So basically: when something needs to be fixed fast, and cross-discipline knowledge is required, a strike team forms.

Why Strike Teams Work So Well

Despite the scale of AAA projects, with teams of 100 to 500 people across programming, art, design, audio, QA, and production, things can still slip. With so many teams working in parallel, staying flexible becomes harder, especially as launch day gets closer.

As Harvey Newman, our Animation Director, explains on his video, even at big studios like EA and SEGA, teams usually stay within their departments. But near the end of production, more and more features start needing extra attention.

Studios form these small, cross-discipline groups to solve specific problems quickly. Each person brings a different skill, but they all work toward one clear goal. Communication is faster, decisions are easier, and progress is more focused.

When pressure builds, this is where a strike team can help game studios stay on track.

Speed and precision

Strike teams don’t need long onboarding or training.

We get into your pipeline quickly, understand what needs to be done, and start solving problems from day one.

Tailored expertise

Every strike team is built based on what you need. Maybe it’s animation polish, gameplay scripting, or final lighting work.

Whatever the task, we bring together the right experts to get it done.

Cross-discipline collaboration

Unlike traditional teams that work within one department, a strike team blends roles.

This lets us tackle problems from every angle—technical, visual, and design-related—all at once.

Support without long-term headcount

You don’t have to expand your full-time team. Strike teams provide the support you need, for as long as you need it, and then step back when the job is done.

It’s a flexible way to boost your game development team without taking on more overhead.

This cross-functional setup helps teams solve problems faster. Everyone involved understands the goal, shares ownership, and moves quickly without needing long onboarding or constant handovers.

When to Use a Strike Team

Strike teams can help at any point, but they shine in moments when timing and focus are critical. For example:

  • You’re a few weeks from launch and a major feature still needs tuning
  • A gameplay bug is blocking the next milestone
  • You’re heading into console certification and need extra eyes on performance
  • Your internal team is swamped and can’t take on more
  • One part of the game is “nearly finished” but needs polishing

In all these cases, a strike team can come in, take ownership, and solve the problem without sidetracking the rest of the game development team.

What Our Strike Teams Look Like

At Devoted Studios, we’ve built our service model around this concept. We support game studios by becoming the strike team they can rely on—an extension of their game development team.

Here’s how we work:

The result? You get focused progress where it matters most, without needing to manage another full-time team.

A Real Example of a Strike Team at Work

Let’s say a studio is preparing a new level for launch. The environment looks great, but the lighting isn’t consistent. QA starts flagging visibility issues. The internal lighting team is busy on another feature and can’t switch tasks without slowing things down.

That’s when we get called in.

We bring in our senior producer, a technical art director, and a QA specialist. The producer coordinates priorities and keeps communication clear, the technical art director reviews asset performance and visual consistency, and the QA specialist tests for any gameplay or visual issues. Together, they troubleshoot, adjust, and validate the fixes. The process stays fast, focused, and collaborative.

This is the kind of support that can turn stressful situations into smooth progress for any game development team.

Strike Teams Are Built for Today’s Game Industry

Games are getting more complex. Teams are more distributed. And production timelines are always shifting. Studios need partners who can jump in, solve problems, and make things happen without adding friction.

That’s what we do.

The need for flexible support is clearer than ever. According to the 2024 GDC Survey, 41% of game developers reported being affected by layoffs in the past year. One in ten were laid off themselves, with narrative roles hit the hardest at 19%. In a climate like this, studios are being asked to deliver high-quality games with fewer resources and more pressure.

Strike teams help fill that gap. At Devoted Studios, we take this approach even further.

We build custom strike teams based on exactly what your project needs. By blending top individual talent with specialized team structures, we create a workforce that adapts to your game, and not the other way around. This model gives studios access to skilled support without expanding full-time headcount.

Let’s Talk About Your Next Milestone

If your studio needs help getting a game across the finish line, handling last-minute challenges, or simply adding a burst of production power, we’re here to help.

We’re the strike team you can trust.

Running Low on Time or Resources?
Let’s Fix That

Let’s help you build a custom strike team that fits your timeline, budget, and workflow.

Talk to Our Team

18.11.2025

Howtofixmygame.com: Turning Steam Reviews into Actionable Game Dev Insights

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If you’ve released a game on Steam, you know how fast feedback comes in. Thousands of players share opinions, ideas, and frustrations. But making sense of it all can feel impossible.

That’s exactly the problem Flavius Alecu, our Chief Technology Officer at Devoted Studios, set out to solve. His new tool, howtofixmygame.com, helps developers turn thousands of Steam reviews into clear, prioritized improvement lists. So they can focus on fixing what actually matters to players.

Quote avatar

Flavius Alecu, one of Devoted Studios’ technical leads, built the tool based on what he’s seen in years of game production.

Many teams, even well-organized ones, struggle to keep up with player feedback after launch. Flavius wanted a faster way to turn that noise into something developers can act on.

Flavius is also a key member of Devoted Studios’ strong and innovative management team, highlighting the expertise behind the company’s technology leadership that clients and partners can rely on. His work reflects Devoted’s broader commitment to building practical tools that make co-development smarter, more transparent, and easier to scale.

The Problem: Steam Reviews Are Hard to Use

Steam reviews are full of useful information, but they’re rarely structured.

Developers spend hours scrolling through player comments trying to answer questions like:

  • What’s actually frustrating players?
  • Which bugs or systems get mentioned most often?
  • Are negative reviews pointing to one major issue or ten small ones?

For developers, this means hours of reading, tagging, and trying to find patterns. Larger studios might use internal tools or analysts, but smaller teams often rely on gut feeling, which makes it easy to miss what players are actually saying.

How Howtofixmygame.com Works

The idea behind howtofixmygame.com is simple: take all that unorganized player feedback and make it readable.

Analyzing Reviews

Here’s what it does:

  • You enter your Enter your Steam App ID or store URL to get started.
  • The tool scans reviews and groups recurring themes automatically.
  • It creates a list of issues or suggestions, sorted by how often they appear and how strongly players feel about them.
Analyzing Reviews
Results

What you get is a short, prioritized list that helps decide what to fix or improve next, without spending days reading every review.

Why It’s Useful for Developers

Most teams already track community feedback through Discord, Reddit, or social media, but it’s easy to lose track of the bigger picture.

Howtofixmygame.com gives developers a quick overview of what players talk about most, and how those topics change over time.

It helps teams:

  • Spot repeating technical or gameplay issues
  • Organize bug-fixing priorities
  • Understand what players appreciate most
  • Plan updates with better context

For small and mid-sized studios, it’s a practical way to get structured insight without extra resources.

A Glimpse Into the Future of Game Feedback Analysis

Tools like howtofixmygame.com represent a broader shift in how the industry handles player feedback. Rather than treating reviews as anecdotal, developers can now use them as structured input for data-informed design and production decisions.

When teams understand exactly what’s frustrating or delighting players, they can make better design calls, plan updates more efficiently, and deliver games that resonate more deeply with their audience.

As games become more service-oriented, with frequent patches and evolving content, tools like this may soon become essential for post-launch success. And that’s good for both players and developers.

Try It Yourself!

If you’re working on a Steam title, check out howtofixmygame.com. It’s free, simple to use, and built by someone who understands the developer’s perspective firsthand.

And if you’re a studio looking for a co-development partner that brings the same kind of technical clarity to your projects, Devoted Studios can help. Our team combines engineering expertise, production efficiency, and player-centric insight to help studios scale smarter.

Work With Devoted Studios

From engineering, optimization to art production, our teams work alongside studios of all sizes to deliver quality results without losing creative control.

If you’re building a game and need a partner who understands both the creative and technical sides of production, we are your people.

Let’s talk about your next project

11.11.2025

How to Build a Portfolio Hiring Managers Can’t Ignore

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Hiring managers look at hundreds of portfolios. Most are fine. A handful are unforgettable.

We put this guide together to help you build the second kind, drawing on lessons we’ve collected from our Get Hired podcast. In Episode 13, we spoke with Jessica Stites and Lacey Bannister from Maxis. In Episode 14, we talked with Dimitri Berman from Obsidian.

Between them, they’ve looked at more portfolios than most of us will ever send, and their advice is refreshingly direct. They told us what matters most, what instantly pushes a portfolio to the side, and the small details that quietly make the difference between a “maybe” and a “yes.”

The First Filter: Can You Finish Something We Can Ship?

When Dimitri explained how he reviews portfolios at Obsidian, he put it in the clearest way possible, “If I give you a task right now, can I tell from your portfolio that you’ll finish it and we can put it in the game?” That’s the test. Before a recruiter even picks up the phone, your portfolio has already done about 80 percent of the work for you.

What this means for you

  • Show complete, game-ready pieces, not only pretty WIPs.
  • Include final renders, wireframes, maps, and brief context on scope, tools, and constraints.
  • If you are a junior, include one or two small projects taken end to end. It proves you understand pipelines, not only sculpting.

Make Access Instant

When we asked Jessica and Lacey about the number one mistake they see, their answer wasn’t about modeling or texturing, it was access.

Portfolios that bury the good work under layers of clicks and menus get abandoned quickly. A hiring manager might be willing to dig, but the easier you make it for them to get a sense of who you are, the more time they’ll spend actually looking at your art.

A strong portfolio doesn’t waste those first ten seconds. A simple grid of hero pieces, each opening into a clean page with renders, breakdowns, and a short write-up, is all it takes. Put your reel and your résumé one click away. Skip the splash screens and background music. We heard it again and again: clarity beats cleverness every time.


That’s exactly why Devoted Fusion is built the way it is. On Fusion, artists don’t need to overthink portfolio design. Everything is laid out so hiring managers can see your best work right away. Your reel, your projects, and your details are one click away, no splash screens or buried menus. It mirrors what studios told us directly: clarity beats cleverness every time.

Match The Studio’s Style Without Guessing

You can be a phenomenal artist and still get a no if your work does not look like the studio’s game. On Get Hired, Dimitri is blunt about this. Reviewers look for someone who can start on day one and “gets what we are doing.”

How to tailor fit

  • Audit the art direction of your target studio. Stylization level, materials, proportion, language, and lighting.
  • Put 2 to 3 pieces in that exact lane. If you love anime, aim for studios that ship anime.
  • Keep variety elsewhere, but make sure your first row proves you can deliver their look.

Show Stylization Skill, Not Only Realism

Maxis cares deeply about stylization and technical construction. If your portfolio is only photoreal scans or hyper-detailed assets, you will be harder to place on a stylized life sim.

Bridge the gap

  • Include at least one stylized asset that keeps the heart of the object while simplifying shapes.
  • Prove construction thinking. Chairs, backpacks, cabinets, hair cards, and clothing with believable seams, closures, and deformation paths.
  • Explain how the asset will animate or be interacted with. Show thought about range of motion and where parts collide.

Make Your Work Easy To Quote

Large language models and human reviewers both love clean, self-contained facts. Structure your case pages so each section can be read and quoted in isolation.

Use this structure

  • What this is: 1 or 2 lines that set context.
  • Constraints: tri count, maps and sizes, engine, time box.
  • Goals: what visual or gameplay problem you solved.
  • Process in steps: sculpt, retopo, UV, bake, texture, integration.
  • Outcomes: optimization, memory win, or pipeline tweak.

Short, precise sentences win. They lift cleanly into hiring notes or internal chat threads.

Prove Technical Taste

The best portfolios show taste as much as technique. Reviewers on Get Hired called out the same details again and again.

Texture and material cues

  • Break up roughness. Nothing is uniformly shiny or matte.
  • Add wear where it earns it. Edge chipping, fabric pilling, grime that sits in crevices a little, not a lot.
  • Distinguish materials. Painted metal is not bare metal. Felt is not cotton. Plastic is not lacquer.

Topology and deformation

  • Clean loops around joints.
  • Sensible density. Spend where silhouette changes. Save where it does not.
  • For clothing, show seams and closures where they would exist in reality. It signals design literacy.

Lighting that helps, not hides

  • One hero shot can be dramatic.
  • The rest should be honest, neutral lighting that makes the model readable.
  • If a render is so perfect it looks like a poster but hides forms, dial it back. As Dimitri said, “I just want clean lighting where I can tell what I’m looking at.”

Show Range Without Losing Focus

Both Maxis and Obsidian like to see range and depth.

If you are a character artist

  • 1 realistic character with hair, skin, and believable materials.
  • 1 stylized character with clear shape design and clean topology.
  • 1 outfit or hard-surface character prop that proves you can build and rig sanely.

If you are early in 3D

  • Consider environment art to get momentum. It is often easier to assemble a small, finished scene that proves composition, materials, and performance awareness.
  • Later, pivot to characters with a stronger grasp on world building and scale.

If you love rigging and skinning

  • Technical character artists are in demand. Include one rig breakdown, deformation tests, and a short Unreal setup if you can. On Get Hired, we heard that Unreal knowledge increases your value.

Make It Obvious You Collaborate Well

The portfolio opens the door. The conversation keeps it open. On Get Hired, Maxis leaders highlighted what they listen for once you get the call:

  • Openness and curiosity. Do you ask questions about the role and the pipeline.
  • Growth mindset. How you handle feedback and where you want to improve.
  • Team awareness. Can you sit with animators, engineers, and design to solve problems.
  • Initiative. Have you onboarded someone? Have you documented a small tool or step that helped others?

Layout Mistakes That Quietly Kill Great Work

From our Get Hired portfolio breakdowns, these patterns kept showing up:

  • Labyrinth navigation. Nested galleries and mystery menus.
  • Over-busy designs. Cool for posters, hard to read in games. If your face or key forms get lost, simplify.
  • Uniform wrapping and noise. Bandage wraps, stitches, or fabric patterns that repeat perfectly. Break them up.
  • No context. Beautiful renders with no poly count, no texture sizes, no explanation of decisions.
  • Only fan art. Fan art is fine. If it is all you show, add at least one original piece that proves design thinking.
  • AI tells. Hands, digits, jewelry, or fabric behaving in impossible ways. Reviewers do zoom. If a shot looks too perfect but forms do not add up, trust drops.

Entry Level Is Real. Trainability Matters.

Maxis does hire juniors right out of school and has a structured onboarding approach. If you are new, your job is to show trainability.

What to include:

  • A short section titled “How I Work”. One paragraph on your pipeline and tool choices.
  • A breakdown that shows before and after learning. For example, first cloth sim vs improved pass after feedback.
  • A note on time boxing. “Blocked mesh in 6 hours. Final pass in 22 hours.” It shows planning and pace.

Your Hero Pieces: What “Great” Looks Like

Pulling direct cues from what our guests praised on Get Hired:

  • Hair that breaks cleanly into clumps and flyaways. Brows that sit in the skin, not on top.
  • Texturing that tells a story. Scratches where a weapon would drag. Wax dripping where a candle would melt.
  • Shape clarity. Strong silhouettes, clear negative space around weapons and limbs, and poses that communicate intent or emotion.
  • Material separation. Leather vs coated fabric vs metal feels distinct at a glance.
  • Poses with purpose. Avoid symmetrical, noncommittal stances. Hands and shoulders sell character.

A Repeatable Portfolio Build Plan

  • Pick your target studios. Note style, engine, and constraints.
  • Choose three hero pieces that match the target. One stylized, one realistic, one technical.
  • Plan constraints before you start. Set budgets and map sizes as if you were on a team.
  • Build with breakdowns in mind. Capture steps and decisions as you go.
  • Light honestly. One dramatic hero shot, then neutral light for clarity.
  • Write the one-page case. What this is, constraints, goals, steps, outcomes.
  • Ship and iterate. Get feedback from working artists. Apply two concrete notes. Reship.

FAQ

How many pieces should I show?

Six to nine is plenty for a first pass. Lead with your three strongest. Hide anything older that drags the average down.

Is fan art okay?

Yes, if it matches the style of the studio you want. Add at least one original concept or design-driven asset to prove you can make decisions, not only copy.

Can I get hired without shipped games?

Yes. Maxis, for example, routinely trains strong juniors who show taste, fundamentals, and the ability to learn.

What about reels vs stills?

For animation roles, a reel is essential. For modeling and texturing, stills plus clean breakdowns are often faster to assess, with a turntable for clarity.

Looking for real briefs and faster feedback?

Studios and freelancers connect on Devoted Fusion to work on paid projects without admin hassle. If you want experience that hiring managers trust, build with real constraints on Fusion and turn that into portfolio pieces that say “yes” for you.

Join Fusion FREE

22.09.2025

The Houdini Generation: How Procedural Workflows Are Changing Game Development

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For years, 3D artists worked in a world of rigid, destructive workflows. You model something, you commit to changes, and every new revision means hours… sometimes days of rework. But a change is happening in how modern artists approach their art.

We’re entering the Houdini Generation. A growing wave of artists, designers, and technical directors who see proceduralism not as a specialty skill, but as the foundation of their entire creative process.

This isn’t just about using Houdini, the software. It is about thinking in a procedural way, where assets can be adjusted at any time, and every stage of the work can adapt to changes without breaking. This is, of course, transforming how games and other 3D projects are made.

Let’s First Understand What Houdini Generation Is

In traditional modeling and animation pipelines, artists work step-by-step, “baking in” decisions as they go. Need to change something halfway through? That’s usually a backtrack to square one. You can save multiple file versions or try to undo certain changes, but the process is inherently destructive.

Houdini’s node-based, procedural workflows solve this problem. In Houdini, every action is stored as a node in a chain of instructions. You can go back to any node, change it, and the results update across the entire project.

This makes changes easy at any stage. You can add detail, adjust proportions, change materials, or alter environments without starting over.

What Makes the Houdini Generation Different?

The Houdini Generation isn’t defined by age or years of experience. It’s defined by attitude.

They…

  • Think in systems rather than steps
  • Plan for change from the start of a project
  • Automate repetitive tasks such as UV unwrapping, scattering, or terrain creation
  • Use Houdini alongside other tools such as Unity, Unreal, Substance Designer, Substance Painter, and 3D Coat

This mindset thrives in modern game production, where rapid iteration is the norm and creative pivots are inevitable. When your pipeline is procedural, you’re not starting over, you’re adapting.

How Procedural Workflows Are Used in Game Development

For many outside the industry, Houdini is synonymous with blockbuster visual effects like explosions, particle systems, complex simulations. While that’s true, the Houdini Generation is proving that proceduralism is just as valuable for everyday game development tasks.

Modeling

Instead of locking into a fixed geometry, Houdini assets can be resized, reshaped, or even turned into completely different objects quickly. A table can become a chair in minutes, ready to be placed in the game engine.

Rigging and Skinning

Bones can be added to a rig without redoing all the weights and animations. This saves time when adding props or making character adjustments.

Texturing

Procedural materials built in tools like Substance Designer evolve alongside the asset. Change the mesh? The textures adapt automatically. No more repainting entire surfaces for every tweak.

Level Design

Procedural environments mean a single desert level can become a snow biome in minutes. Houdini Engine integration lets level designers make these changes directly inside Unity or Unreal, even in real time.

Procedural Thinking Saves Time and Money

From a production standpoint, procedural workflows aren’t just faster, they’re safer. Every change is reversible. Every asset can be regenerated with new parameters.

That means:

  • Fewer delays in production
  • Lower risk from last-minute changes
  • Small teams producing large amounts of content
  • Consistent quality across all versions of an asset

With this approach, it is possible to complete multiple complex assets in a single day, including modeling, rigging, skinning, UV mapping, texturing, and testing in the engine.

Why the Games Industry Is Embracing the Houdini Generation

Game development is notoriously unpredictable. Creative direction shifts, platform requirements change, and gameplay mechanics evolve mid-production. Studios that cling to rigid workflows often find themselves burning time and budget just to keep up.

Proceduralism offers an insurance policy against that chaos. By building flexibility into the assets themselves, teams can pivot without derailing production.

This is especially critical in areas like:

  • Live service games, where content updates are constant.
  • Multi-platform releases, which require rapid optimization for different hardware.
  • VR and AR experiences, where performance constraints demand fast iteration.

Because of this, many studios are now seeking artists who understand Houdini and procedural workflows, not just for visual effects but for core production work.

Houdini Generation Means A Generational Shift in Mindset

The Houdini Generation is a movement toward procedural literacy rather than simply a collection of power users. Just like coding literacy changed the role of designers in the web era, procedural literacy is changing the role of 3D artists.

This literacy means:

  • Understanding how to break problems into modular, repeatable processes.
  • Thinking ahead about how assets might need to change.
  • Collaborating with technical artists and programmers in a shared language of parameters and dependencies.

The gap between traditional and procedural workflows will keep growing. Artists who understand procedural tools will have a clear advantage.

The Future of the Houdini Generation

Looking forward, proceduralism will only become more central to game and 3D content production. As engines like Unreal Engine 5 and Unity expand their support for procedural pipelines, and as more studios adopt cross-tool workflows, the gap between traditional and procedural artists will widen.

We can expect:

  • Deeper engine integration so Houdini assets update in real time without exports.
  • More artist-friendly tools to lower the learning curve for procedural modeling.
  • Hybrid roles where artists and technical directors share the same toolset.
  • Procedural VFX in-game without heavy pre-baking.

Ultimately, the Houdini Generation isn’t just about using one piece of software—it’s about building a culture of adaptability in digital art. Whether you’re creating stylized indie environments or photoreal AAA worlds, the ability to revise without starting over is becoming the gold standard.

So What Does the Houdini Generation Mean for Your Pipeline?

The Houdini Generation is setting a new standard for how 3D art and games are made. This way of working allows changes at any time, speeds up production, and keeps quality high.

In a creative industry that changes quickly, procedural workflows give artists and studios the flexibility they need to succeed. From characters to environments to effects, thinking procedurally is becoming the key to staying competitive.

10.09.2025

What Are 3D Modular Systems in Game Development? A Beginner-Friendly Guide

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Have you ever walked through a game and wondered, “How did they build all of this?” Cities, castles, dungeons, forests… you name it. It might seem like every wall and window was crafted one at a time. But in reality, most of those environments were made using a much smarter approach: 3D modular systems.

In this article, we’ll explain what modular systems are, how they work, and why studios like us, Devoted Studios, use them to build large-scale environments quickly and efficiently.

What Is a 3D Modular System?

Let’s start with the basics. A 3D modular system is a set of reusable building blocks used to create game environments.

Think of it like LEGO. Instead of making one big building as a single model, artists break it down into smaller pieces called modules. These pieces might include:

  • A section of a wall
  • A window
  • A doorframe
  • A corner piece of a roof
  • A sidewalk or stair
  • Even a chunk of rock or cliff

All these modules are made to fit together perfectly, based on shared measurements (called metrics). They snap together cleanly in any combination, allowing artists and designers to create many different scenes using the same parts.

Why Do Studios Use Modular Systems?

Imagine you’re building a whole city for an open-world game. Doing that by hand, one building at a time, would take forever. You’d need dozens (or hundreds) of unique 3D models, which would slow down your production, cost more, and make your game heavier to run.

Here is why modular systems are useful:

Modular System Benefits

For example, at Devoted Studios, we have created modular kits that use just 50MB of texture data. With that, we can build entire neighborhoods by combining and reusing the same parts in different ways.

What Does a Modular Workflow Look Like?

Here’s a simplified version of how we create a modular system at Devoted Studios:

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#1: Start with a concept

We begin with an idea or drawing of a space, like a building or a room. This helps us understand the look and feel we are going for.

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#2: Break it into parts

We split the concept into logical parts: walls, corners, doors, windows, trims. We define clear sizes (like “this wall is 4×4 meters”) so everything lines up.

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#3: Block it out

Before we get into detailed modeling, we create basic 3D shapes to test how everything fits. This is called a blockout, and it is where we catch early problems.

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#4: Model and texture

Once the blockout is approved, we create detailed 3D models and add textures. The result is a clean, reusable set of game-ready modules.

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#5: Import and test in the engine

We bring the assets into the game engine (like Unreal or Unity) and test them in real scenes. If anything doesn’t align perfectly, we fix it early.

How Different Team Members Work Together

Building a modular system takes teamwork:

  • Concept artists design the original look of the environment.
  • 3D artists break it down into modules and build the actual models.
  • Technical artists help with tools, snapping systems, and integration into the engine.
  • Level artists use the modules to build actual game areas.

All of these team members need to follow the same rules. If a wall is supposed to be 400cm wide, it can’t be 401cm. Even a 1cm difference can break the whole system. That’s why documentation and communication are so important.

How to Avoid Repetition in Modular Art

A common beginner’s concern is: “If I reuse the same pieces, won’t everything look the same?”

It’s a good question. And yes, repetition is a real risk. But there are creative ways to hide it.Here is how we solve that:

  • Use decals like dirt, cracks, stains, or graffiti to add variety.
  • Make alternate versions of key pieces with small changes.
  • Design smarter textures that do not have large, obvious details that repeat.

A good example is concrete. Instead of adding a big crack in the texture, we use small surface noise. That way, even if it repeats, it does not look unnatural.

How We Test and Validate a Modular Kit

Before we say a modular kit is ready, we go through a checklist:

  • Do all pieces connect correctly?
  • Do floors and stairs line up?
  • Do windows and doors fit properly?
  • Are textures seamless?
  • Are sizes accurate?

All of this is tested during the blockout phase using simple placeholders. It is better to fix problems early, before investing time in polish and detail.

Common Mistakes and How to Avoid Them

Modular systems are powerful, but they come with risks if you are not careful. Some common beginner mistakes include:

  • Using the wrong size for a module
  • Misplacing the pivot point (which causes snapping issues)
  • Forgetting to fully close the model (it should be watertight)
  • Not planning for both the outside and inside of a building
  • Overcomplicating the system with too many parts

To avoid this:

  • Use clean, easy-to-measure sizes (like 2 meters or 4 meters)
  • Build a clear style guide or documentation
  • Test early using blockouts
  • Work closely with the team to keep everything aligned

Real-World Game Examples

Many popular games use modular systems behind the scenes:

  • Spider-Man builds its entire city using modular buildings
  • The Division uses modular kits to design its urban environments
  • Far Cry: Wildlands combines modular kits with procedural generation
  • Dishonored 2 separates modular systems for interiors and exteriors

In all of these games, modularity allows developers to build large, believable worlds without starting over for every object or building.

One Last Thing!

3D modular systems are one of the smartest ways to build rich, scalable game environments. Instead of crafting everything by hand, artists and designers build flexible kits and use them to create endless variations. This saves time, reduces costs, and helps teams stay efficient across large projects.

If you are new to game development, learning modular design is one of the most useful skills you can pick up. It teaches you how to think systematically, work as part of a team, and build environments that feel alive.

At Devoted Studios, we believe modular systems are not just a technique. They are a mindset that helps teams move faster, collaborate better, and deliver high-quality results.

04.09.2025

3 Art Directors. Same Riot Experience. Here’s What We Learned from Their Stories

watch 5 months

What does it really take to become an Art Director in games?

For Minoh Kim, it started in QA.
For Artem Volchik, it started in modding.
For Billy Ahlswede, it started with a comic book portfolio and a love for fantasy.

Photo of art directors in a group

All three have held leadership roles at Riot Games… but their stories couldn’t be more different.

We’ve all asked ourselves: “Am I on the right track?” Hearing how these art directors built their careers helped us see just how many ways there are to grow, and why the detours often matter most.

Minoh Kim: From Game Tester to Art Director at Riot.

Before becoming an Art Director at Riot, Minoh started out as a game tester at Sony.

He spent his early career toggling between concept art gigs and internal QA roles. That gave him two things:

  • An eye for design that serves gameplay
  • A deep respect for how games actually get built.

“There’s a difference between just an artist and a game developer… this pixel doesn’t have to be the most beautiful thing ever, but it has to work for what the game’s design is.”
Minoh Kim avatar

Today, Minoh leads with that same mindset. To him, great art direction starts with strong fundamentals, and a willingness to collaborate across disciplines.

Artem Volchik: Self-Taught, Mod-Driven, Player-First.

Artem didn’t follow a traditional path. He didn’t go to art school. He learned by doing. Through modding, passion projects, and working with small teams.

What moved his career forward wasn’t a degree. It was the experience he built over time. That eventually led him to roles at Riot, Bungie, and now his own studio, Raid Base Inc.

One thing he cares about deeply is helping artists spend more time on meaningful creative work and less on repetitive tasks.


“We should really make artists’ lives better. Less repetitive work, more focus on the stuff that moves the needle.”
Artem Volchik avatar

He brings a systems-thinking approach to art direction, especially when it comes to pipelines, tools, and tech that supports creative freedom.

Billy Ahlswede: From Fantasy Sketches to Stylized Worlds.

Billy’s path mixed a love for fantasy with being in the right place at the right time.

He joined Riot early on during League of Legends, then moved to work on Legends of Runeterra. After several years there, he took a new step and joined Elodie Games as Art Lead.

Why the change?


“You have to realize the game you’re working on might not be the game you love. I wanted to work on something that felt more like me.”
Billy Ahlswede avatar

Billy’s approach to art direction blends playful stylization with technical rigor. He’s known for building scalable pipelines that still feel expressive, like using grayscale base tones for coloring, or stylized proxies to speed up iteration.

What Can We Learn?

No two journeys look alike, but here’s what kept coming up:

  • You don’t need a fancy degree if you’ve got real experience
  • Great art direction means thinking about the whole system, not just the visuals
  • Making games is a team effort, and your art has to help the player
  • Sometimes the biggest growth comes from taking a risk or trying something new

Listening to them reminded us there’s no one right way to build a career in games. You just have to keep learning, stay curious, and find what works for you.

29.08.2025

Behind Every Successful Game Is a Healthy Team

watch 6 months

Deadlines, tools, and budgets are important, but they are not enough on their own to carry a game to release.

Have you ever tried to do your best work in a place where you don’t feel safe to speak up, or where nobody notices your effort? It’s tough, right? Now imagine the opposite. You’re surrounded by people who listen, encourage, and value your input. Which team do you think performs better?

There is evidence that shows exactly why this matters.

Stress Levels Reported by Full-Time Office Workers in the U.S.

Statistics courtesy of Johns Hopkins University

Stress is a part of almost every workplace, but the numbers are eye-opening. In the U.S., 39% of full-time workers report moderate stress, 27% report low stress, while nearly one in four (23%) say they face high stress. Another 6% even describe their stress as unsustainable.

Now think about what that means in game development. Projects stretch over months or years, deadlines change, and everyone is forced to be creative all the time. If a third of a studio is working under high or unsustainable stress, quality starts to slip, morale drops, and turnover becomes harder to avoid.

If you are leading a team in game development, the responsibility starts with you. The culture of a studio or project is not built by accident. It is shaped every day by the way leaders communicate, recognize effort, and set the tone for collaboration.

What Does a Healthy Work Environment Look Like in Game Development?

We’re not just talking about comfy chairs or coffee in the break room (though those help). A healthy workplace is about how people feel when they show up every day. Do they feel safe to share ideas? Do they feel respected? Do they feel like their contributions matter? If the answer is yes, the results show up in project performance.

Badge avatar
Signs of a healthy workplace in game development

  • You feel safe to share your ideas.
  • People respect and recognize your work.
  • Leaders stay positive and supportive.
  • Communication is open and clear.
Iryna Vishnetskaia Experience

At Devoted Studios we not only believe, but know that a healthy workplace is a powerful driver of team performance and motivation. We’ve seen again and again that projects don’t just succeed because of talent or tools. They succeed because of people. And people do their best work when they’re in a healthy, supportive environment.

With 15 years of leadership experience, our VP of Production, Iryna Vishnetskaia, knows the impact of culture on teams.

So, let’s talk about what that ripple effect looks like.


“A healthy workplace is a powerful driver of team morale. When leaders foster an environment where people feel safe, respected, and valued, it creates a motivational ripple effect.”
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Boosting Team Motivation

If you’re wondering how a healthy workplace can boost motivation in game development, our answer is simple. Motivation is contagious.

We’ve noticed something about motivated teams. They deliver better results. And motivation often has less to do with deadlines or paychecks, and more to do with how people feel in their environment.

In supportive workplaces, people are more likely to:

  • Put in their best effort.
  • Stay engaged without burning out.
  • Feel proud of their work and the team they’re part of.

“High morale lays the foundation for stronger collaboration, creativity, and collective success.”
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Encouraging Creativity and Innovation

Have you ever had a great idea for a game feature but kept it to yourself because you were worried people might laugh or shoot it down? That’s what happens in an unhealthy workplace, and it can cost the project some of its best ideas.

That’s why psychological safety matters. As Iryna says, “When people feel safe to share ideas without fear of criticism, creativity flourishes. Your team is more likely to suggest innovative solutions, take risks, and explore new possibilities.”

At Devoted Studios, we make a point of celebrating both big and small achievements. That recognition keeps creativity alive, especially in game development where new ideas are everything.

A few simple ways we encourage creativity:

  • Let everyone contribute to brainstorming sessions.
  • Treat experiments as learning opportunities.
  • Remind people often that their input matters.

Communication Gets Easier

Good communication is like oil in the engine of a project. Without it, everything slows down. In a healthy environment, communication flows naturally. People share feedback, ask questions, and raise concerns without hesitation.

The results?

  • Fewer misunderstandings.
  • Faster problem-solving.
  • More trust in the team.

We also love celebrating progress during updates, no matter how small it is. Sharing small wins keeps the team aligned and gives everyone a reason to feel proud.

Stronger Bonds Between Teammates

A healthy workplace doesn’t just build good projects. It builds strong connections. When people encourage and respect each other, they feel like more than just coworkers. They feel like a team.

Iryna describes this as camaraderie. It’s the sense that “we’re in this together.” Teams with strong bonds can handle challenges better and celebrate successes bigger.

Resilience Grows in a Supportive Workplace

Every game project runs into problems at some point. What really matters is how the team reacts when things get tough.

Iryna told us about her experience leading a global team on W2K22 projects at Devoted Studios. In the early stages, the art style they created did not match what the client wanted, and the team had to start over from the beginning. In a high-pressure project like that, it would have been easy for morale to drop.

Instead of letting frustration take over, the team made a simple change. They started having daily check-ins with the client, showing progress step by step. This made communication smoother, built trust, and turned a difficult situation into a success.

Iryna focuses on building a culture that not only celebrates wins but also learns from failures. By doing this, we keep trust high, motivation strong, and creativity alive. Recognition is essential for both team unity and innovation, especially in a fast-changing industry like game development.

Healthy Teams Begin with Good Leadership

You might be thinking, “This all sounds nice, but what does it actually mean for business?”

The short answer is… Better workplaces means better results.

A supportive workplace is one of the smartest investments a game studio can make. When people feel safe, respected, and recognized, they stay motivated to perform at their best. Loyalty also increases, which means the studio avoids the high costs of constant recruitment, onboarding, and knowledge loss. Instead of losing time to turnover, leadership can focus on building stronger teams and better games. In the long run, the savings in both money and time are matched by gains in morale, creativity, and innovation.

This is what allows studios to deliver high-quality games on time.

So, how do you actually create this kind of workplace? Here are a few steps we focus on:

  • Stay positive and set the tone.
  • Recognize contributions, even small ones.
  • Encourage open feedback.
  • Give people opportunities to collaborate.
  • Value different perspectives and backgrounds.
  • Small actions build up to big changes.

At Devoted Studios, we have learned that a healthy environment is the secret behind strong projects. It keeps motivation high, sparks creativity, makes communication smoother, and helps teams stay united even when things get tough.

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“I truly respect leaders who highlight and focus on positive outcomes and small wins during communication with their teams. Based on my experience even the smallest achievements deserve recognition. Trust me, by celebrating them with your team you will boost the team’s confidence and reinforce unity.”

– Iryna Vishnetskaia,
VP of Production at Devoted Studios

So here is our question for you. When you look at your team right now, what kind of environment are they working in? And even more importantly, what is one small step you could take this week to make it healthier?

16.07.2025

Behind the Scenes of Sunderfolk: UI, Engineering, and Tech Art in Unity

watch 7 months

If you’ve played Sunderfolk, you’ve probably noticed how polished and unique it feels. Maybe you’ve even wondered how much thought went into every little detail.

Sunderfolk is a Unity tactical RPG developed by Dreamhaven. It features turn-based battles, cooperative gameplay, and a richly stylized underground world. Our team at Devoted Studios supported the project by working on core gameplay systems, UI, animation, shaders, and performance optimization.

We’re excited to share a full breakdown of the work our team contributed to Sunderfolk!

Project Overview

Engine: Unity
Our role: Porting, core systems, feature development
Key systems: Stylized shaders, AI pathfinding, animation blending, multiplayer UI
Focus areas: UI/UX, technical art, NPC systems, optimization

Tech Art – Shaders, VFX & World Visual Fidelity

Creating the visual tone of Sunderfolk meant balancing art direction with performance. We worked closely with the art team to build shaders and visual tools that would support the game’s painterly style, magical elements, and atmospheric lighting.

✨Custom Shader Framework

Sunderfolk has a painted, atmospheric look that feels different from most games. To help achieve that, we co-developed a custom stylized shader framework using Unity’s Shader Graph and HLSL.

Here’s what we built:

  • Rim lighting and gradient mapping to add visual depth to characters and props
  • Stylized water shaders with depth blending, foam, and reflections
  • Depth-based fog for layering inside caves
  • Edge outlining using SDF to help characters stand out in gameplay
  • Glow shaders for crystals with animated emission and subtle distortion
  • Tree leaf shaders that respond to wind using world-space vectors

The shader system was designed with performance in mind and exposed key artistic parameters for real-time tweaking by the art team.

✨ Dynamic Lighting Effects

We also supported building lightweight tools for in-game effects:

  • Emissive material masking on spells and crystals
  • GPU-friendly bloom and sparkle overlays for magic effects
  • Volumetric light shafts used around the Heart Tree crystal, driven by vertex alpha
  • Water rendering optimized for GPU performance

These effects helped make the world feel more dynamic and alive, while keeping everything running efficiently.

Engineering – NPCs, AI & Pathfinding

To bring Sunderfolk’s world to life and make sure it ran well across platforms, we focused on performance systems and gameplay logic that supported a smooth tactical experience in Unity.

✅ Rendering and Asset Optimization

We improved rendering efficiency by adjusting asset configurations and optimizing shader performance. This helped reduce GPU and CPU load while keeping visuals crisp.

✅ Resource and Memory Management

We completed passes to streamline resource usage, including mesh and texture optimizations. As a result, load times got faster and memory usage became more stable.

✅ Scene and UI Performance

To keep tactical UI responsive, we trimmed unnecessary scene elements and reduced overhead in UI rendering. This improved frame construction and kept the interface feeling snappy.

✅ System Logic Improvements

We refined internal systems to reduce CPU spikes and increase stability. These updates helped performance across platforms, especially during local co-op.

✅Platform Feature Integration

We supported platform-specific implementation and testing across consoles, making sure everything was functional and passed certification requirements.

✅ Lightweight NPC AI

While we didn’t create a full behavior system, we helped build a lightweight solution for NPCs to walk the levels using NavMeshAgents. Basic decision logic and event triggers powered ambient movement and simple interactions.

UI/UX – Multiplayer, Devices, and Battle Readability

To help players stay engaged and informed during combat, we supported the integration of clear and readable UI systems. The work focused on making the tactical interface intuitive, responsive, and optimized for performance.

Companion Device Integration

To support Sunderfolk’s couch co-op experience, we supported and helped with optimization on a companion UI system that allows mobile devices to act as player inputs.
Key elements included:

  • Device pairing via local network discovery
  • Dynamic class selection and sync (Bard, Berserker, Arcanist, Rogue)
  • Spell management and card-based turn input
  • Responsive layout for both portrait and landscape modes

Everything was built using Unity’s UI Toolkit. That gave us flexibility with styling and animation while keeping the interface lightweight and responsive.

Tools and Optimization

Behind every smooth game experience is a lot of behind-the-scenes problem-solving. We built tools to help the team test, fix, and improve the game’s performance across different platforms.

Streamlining the Build and Performance

Behind the visual polish and responsive gameplay, we built tools to help the team test, improve, and ship Sunderfolk smoothly across platforms. Performance and efficiency were key goals.

To support the porting and multi-platform optimization, we:

  • Created batching tools for LOD generation and lightmap baking
  • Implemented shader keyword stripping to reduce build size
  • Completed shader optimization
  • Profiled GPU/CPU spikes in high-density environments
  • Built internal debugging tools for AI, NavMesh links, and event tracking

These systems helped make development faster and more efficient across all stages of the project. This kind of work fits into shader optimization Unity and supports Unity tactical RPG development best practices.

That’s a Wrap!

Our work on Sunderfolk focused on building systems that supported visuals, gameplay, and performance. From UI and animation to shaders and pathfinding, our goal was to make tools that helped the team move faster without giving up quality.

Want to check it out? Visit → https://www.dreamhaven.com/sunderfolk/announcing-sunderfolk

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07.07.2025

Watching Nintendo Switch 2 for Game Dev Insights? So Are We… and You Should Be Too

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The Nintendo Switch 2 officially launched on June 5, 2025, and honestly, it’s everything fans were hoping for. In just the first four days, it sold 3.5 million units, making it the biggest console launch in history. With millions of original Switch owners ready to upgrade, and a noticeable jump in performance and graphics, this next-gen hybrid console is opening new doors for developers.

For developers and studios, the opportunities are exciting. But the decisions ahead can feel complex. What should you prioritize? How do you plan your next build or port? And what does all this mean for your pipeline?

At Devoted Studios, we’ve been keeping a close eye on everything. Hardware details, dev kit updates, even early experiments from the dev community. We’ve also seen Unity’s official support for Switch 2, which means studios can start preparing real pipelines right no

As a trusted co-development partner, we’re here to help studios think ahead, build smarter, and take full advantage of what the Nintendo Switch 2 makes possible.

Nintendo Switch 2 vs. Switch 1: What’s Changed for Developers?

At first glance, the Nintendo Switch 2 doesn’t look wildly different from the original. But under the hood, there are big changes that make it a much more powerful console for both players and developers. Here’s a breakdown of how it stacks up, and what that means for game dev.

Power and Performance: More Room to Build

The biggest leap is in performance. According to Nvidia, Nintendo Switch 2 has 10x the graphics power compared to the first Switch. That means smoother gameplay, better lighting and effects, and more room for complex systems like AI and physics. It also supports DLSS, which upscales visuals without hurting frame rate.

Feature Switch 1 Switch 2
RGPU/CPU Custom Tegra chip New custom Nvidia chip with DLSS
RAM 4GB Expected 12GB (based on leaks)
Storage 32GB 256GB, expandable
Battery 4,310 mAh (4.5–9 hrs) 5,220 mAh (2–6.5 hrs)

So what does all that power actually mean for developers?

This means, you can do more, with less compromise.

On the original Switch, you probably had to scale back. Lower texture sizes, simpler environments, fewer NPCs on screen. With the Switch 2, you’ve got more headroom to work with.

And with DLSS, you don’t need to brute-force every frame. The system can upscale intelligently, letting you save on GPU load while still delivering sharp, high-quality visuals.

Basically, Nintendo Switch 2 opens the door to console-quality experiences in a hybrid format (something developers have wanted since the first Switch launched *wink wink*)

Joy-Cons and Controls

The Switch 2 Joy-Cons are bigger and connect magnetically instead of sliding into plastic rails. They’ve got better shoulder buttons, new detaching mechanisms, and even a mouse mode that lets you use them for games like strategy titles or simulations.

This opens up fun new design possibilities, especially for unique control schemes or local co-op.

Display and Visuals

The new screen is 7.9 inches with 1080p resolution, up from the original’s 6.2 inches at 720p. It can hit 120Hz in handheld mode, and even output up to 4K when docked (for supported games).

Feature Switch 1 Switch 2
Screen 6.2″ LCD, 720p 7.9″ LCD, 1080p, 120Hz
TV Output 1080p Up to 4K
HDR & VRR No Yes (up to 120Hz)

With support for 120Hz in handheld mode and 4K output when docked, the Nintendo Switch 2 gives developers a lot more room to create visually impressive experiences.

For developers, this means:

  • Faster, smoother gameplay for action games, racers, or anything that benefits from high frame rates
  • Crisp, detailed visuals that look great on big screens and modern TVs
  • More space for stylized art or cinematic visuals without worrying about blur or pixelation
  • Support for HDR and variable refresh rate (VRR), making lighting and motion feel more natural

If you’re building a game with rich animation, atmospheric lighting, or fast-paced movement, the Switch 2 gives you the tools to make it shine, with smooth visuals and rich detail both on the couch and on the go.

Docked Versus Portable and What Developers Need to Know

Switch 2 is powerful, but that power depends on how it’s used by players.

  • In docked mode, you get more processing power, better cooling, and up to 4K output
  • In portable mode, the system reduces performance to save battery, which can limit playtime for demanding games
If your game supports both modes, it's important to:
Plan for memory and performance differences
Keep an eye on battery use and frame stability
Build with these limits in mind from the start

Development: Building for Switch 1 vs. Switch 2

The first Nintendo Switch always demanded creative workarounds. Studios had to optimize for limited memory, compressed textures, and simplified systems. Now, the Switch 2 gives dev teams more space to dream, but smart technical planning is still crucial.

Maybe we can have insight from one of our experts 
"How can co-dev partners support studios who are planning for porting to Switch 2?"

Expectations will rise. Just because the hardware improves doesn’t mean performance challenges go away. Studios must still build with platform-specific constraints in mind:

  • Memory-efficient level streaming
  • Asset compression and loading strategies
  • UI scaling for handheld vs. docked

As a co-development partner, we’ve helped teams navigate these questions across multiple generations. That experience will matter even more in the transition to Switch 2.

Unity Confirms Official Support for Nintendo Switch 2

On April 2, 2025, Unity officially announced that its engine will support Nintendo Switch 2 development via Unity 6, offered as an add-on for approved Nintendo developers. This is big news for teams working in Unity who want to prepare for a Switch 2 launch or post-launch release.

“Unity has battle-tested our support for Nintendo Switch 2 through hands-on development of a day-one launch title,” said Unity CEO Matthew Bromberg.

Here’s what Unity developers can expect:

  • Rendering & performance enhancements like URP, GPU Resident Drawer, and Spatial-Temporal Post-Processing
  • Improved multiplayer capabilities tailored for Nintendo Switch 2
  • Streamlined porting for existing Switch games to Switch 2
  • Full compatibility with Unity 6’s input system and build tools

While the tooling is still rolling out, this confirms that Unity-built games will be ready to target Switch 2 from day one. If you’re building in Unity and working with a co-dev team, now’s the time to prepare your pipelines.

What We’re Watching as a Co-Dev Partner

According to The Game Business, many developers are still waiting for Switch 2 dev kits. Nintendo has prioritized major publishers and launch partners, while smaller studios are eager to join the platform but remain in a holding pattern.

At Devoted Studios, we’re staying close to these developments. We know how important it is for teams to get a head start on toolchain setup, content strategy, and cross-platform planning, even before dev kits land.

Here are some of the trends we’re watching, and supporting across our co-dev projects:

🎨 Stylized games will thrive

The Switch audience has always loved creative, expressive art styles. With better GPU performance, those visuals can be brighter, richer, and more dynamic than ever.

📱 Hybrid-first design is becoming standard

Games need to feel natural both on a handheld screen and a TV. UI scaling, font sizes, control schemes, and performance targets all need to adapt.

🧩 Modular development will save time

Clean, modular builds with reusable assets make future porting easier. If you’re planning for PC or other consoles too, now’s the time to build smart.

🌐 Multiplayer games will improve

Unity’s new tools point to stronger support for online features. Studios building multiplayer or live-service elements should align early with these changes.

🚀 Cyberpunk 2077 as proof of third-party potential

The fact that Cyberpunk 2077 is coming to Switch 2 says a lot. Big, AAA games that used to be “too much” for a hybrid console are now possible. It shows that if you plan things right and optimize your build, even the most detailed games can run smoothly on Nintendo Switch 2.

Ready to Start Planning for Switch 2?

The Nintendo Switch 2 is already shaping the future of handheld and console development. With stronger specs, improved tools, and a growing player base, it’s a great platform for studios who want to push creative ideas without leaving behind accessibility and reach.

At Devoted Studios, we’re here to help you plan smart, build scalable systems, and support your vision across platforms. If you’re starting a project now or thinking about how to expand in the future, this is the perfect time to start laying the groundwork.

Build Smart Today, Scale Smoothly Tomorrow
The Nintendo Switch 2 is here, and forward-thinking studios are already planning how to keep their pipelines flexible. At Devoted Studios, we support teams with scalable co-dev solutions built to adapt across platforms. 
Start fresh or expand an existing project, we can help you set the right foundation.
<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2025-07-07T16:44:46+03:00">07.07.2025</time><time class="updated" datetime="2025-07-07T16:44:47+03:00">07.07.2025</time>Posted inAll content