Platform Expertise: Proven experience with Xbox, PlayStation 4/5, Nintendo Switch, PC, Mobile, VR, and Cloud platforms.
End-to-End Porting Support:From performance tuning and controller mapping to internal TRC/Lotcheck prep and certification — we handle every step across all platforms.
Clear Pipeline:Proven workflow with full visibility from start to cert.
Parallel PortingOptimize assets for Nintendo Switch compatibilityCreate platform-appropriate UI for Nintendo Switch
Five Nights at Freddy's: Help Wanted 2
VR survival horror
PortingMeta → Neo 3 & Pico 4/4 UltraMeta Quest 2, 3, ProVR → PC / PS5 / Xbox / Switch
Five Nights at Freddy's: Secret of the Mimic
Survival horror
Co-DevelopmentPortingUI EngineeringGameplay Engineering3D Tech ArtArt Production
Where We Port
We’ve shipped ports across every major platform. Here’s what we work with — and what each one actually demands.
Devoted is a game porting company that handles the entire pipeline — source code audit, platform adaptation, optimization, TRC/TCR/Lotcheck prep, and certification support — so your game ships on time, on every platform you need.
We port games to console — and we get them through certification.
That second part matters more than most studios realize. A clean port isn’t just about compiling on a new platform. It’s about performance targets, platform-specific UX, compliance checklists that run hundreds of items deep, and a submission process that can reject your build three times before anyone even finishes testing it.
Every platform has its own rules. We know all of them.
Nintendo Switch & Switch 2 Porting
Switch 2 is here — and we're already working with the new hardware. The upgraded specs (DLSS support, higher memory bandwidth, faster CPU) give developers more headroom, but it's still a mobile-class chipset closer to PS4 Pro than to current-gen consoles. If your game runs well on Steam Deck or PS4, there's a solid path to Switch 2.
PlayStation Porting — PS5 & PS4
We've ported titles to both PS4 and PS5, and we know what Sony's QA team looks for during submission.
PS5 ports that actually take advantage of the hardware — adaptive triggers, haptic feedback, fast SSD loading — stand out on the store. We build those features in rather than treating them as afterthoughts.
Xbox Porting — Xbox Series X|S & Xbox One
Microsoft's TCR process is structured differently from Sony's and Nintendo's, with its own edge cases around Quick Resume, Smart Delivery, and cross-gen compatibility. Xbox Series S is often the trickiest target — the lower GPU and memory budget compared to Series X means you can't just scale down resolution and call it done.
PC Porting & Optimization
Sometimes the port goes the other direction. Console-first titles heading to PC need proper graphics options menus, ultra-wide support, uncapped frame rates, mouse/keyboard bindings, and Steam/Epic integration.
VR Porting — Meta Quest, PlayStation VR2 & SteamVR
VR porting isn't just a resolution and input swap. It's a completely different performance budget. That means rethinking rendering pipelines, interaction systems, and UI from the ground up.
We handle porting to Meta Quest , PlayStation VR2, and SteamVR headsets.
Mobile Porting — iOS & Android
Mobile means millions of device configurations, thermal throttling, touch-only input, and storefronts that expect specific behaviors around notifications, IAP, and background state. A "good enough" mobile port tanks your ratings fast.
We port to iOS and Android with a focus on performance scaling across device tiers — flagship down to mid-range.
Why Studios Hire Us for Porting
We’ve been through certification. A lot.
TRC, TCR, Lotcheck — we know what each platform holder actually tests, what they flag, and what causes a rejection. Our internal compliance process catches issues before first submission, which means fewer bounces and faster time-to-market.
We work in your engine.
Unreal Engine 4 and 5, Unity, and custom/proprietary engines. We don’t ask you to rebuild anything — we work within your existing tech stack, codebase, and build pipelines.
Senior engineers on your project.
Our porting team includes engineers who’ve shipped on PS5, Xbox Series X, Switch, and PC at AAA studios. Leadership from titles like Halo, GTA V, Red Dead Redemption II, and League of Legends. Your port gets the same people who’ve solved these exact problems before.
We scale to your timeline.
Need a small team for a focused 3-month port? Or a full squad for a simultaneous multi-platform launch? We staff based on what your project actually needs, and we’ve ramped teams from 5 to 40+ engineers on a single porting engagement.
You get visibility, not radio silence.
Weekly builds, milestone reviews, shared bug tracking, daily standups if you want them. We’re not a black box — you see the work as it happens.
We don’t disappear after launch.
Platform updates, compliance patches, DLC porting, post-cert fixes — we stay on for as long as you need us.
Nintendo Switch 2 — Ready for the Next Generation
New ports to Switch 2
Bringing PC or other-console titles to Switch 2, leveraging the expanded hardware capabilities while respecting its still-mobile architecture
Switch 1 → Switch 2 Enhanced upgrades
Unlocking frame rates, increasing resolution, adding DLSS, improving load times and visual fidelity for existing Switch titles
Backward compatibility validation
Testing your Switch 1 title on Switch 2 hardware to ensure it runs correctly through the compatibility layer
Nintendo certification
Lotcheck compliance for both new Switch 2 submissions and updated Switch 1 titles
How We Port a Game — Our Process
Source Code Audit & Feasibility
01
We dig into your codebase, build system, engine version, and middleware dependencies. We identify platform-specific risks, estimate effort, and flag anything that'll need a workaround — before a single line of code gets written for the target platform.
Platform Adaptation
02
This is where the real engineering happens. We adapt rendering pipelines, rewrite platform-specific systems (input, audio, networking, storage), implement required platform APIs, and restructure memory allocation to fit the target hardware's constraints.
Performance Optimization
03
Getting a game to run is one thing. Getting it to run well — stable frame rate, acceptable load times, no memory spikes — is another. We profile on actual hardware, identify bottlenecks, and optimize asset streaming, LODs, draw calls, shader complexity, and CPU threading until we hit the target performance spec.
Platform Feature Integration
04
Every platform has its own set of expected features — trophies, achievements, DualSense haptics, HD Rumble, Quick Resume, Activity Cards. We integrate these properly rather than bolting them on at the end.
QA & Certification Prep
05
We run internal compliance checks against TRC, TCR, and Lotcheck requirements well before first submission. We test every edge case — controller disconnect, suspend/resume, network loss, save corruption — because platform holders will, and they'll reject your build if you didn't.
Submission & Certification Support
06
We prepare your submission package, handle the back-and-forth with platform holders, and address any feedback from the certification team. If a submission gets knocked back (it happens), we turnaround fixes fast.
It depends on the game’s complexity, the source and target platforms, and the state of the codebase. A focused port of a well-optimized PC game to a single console might take 3–4 months. A multi-platform port of a larger title with custom engine work can run 6–12 months. We’ll give you a realistic estimate after the source audit — no ballpark guesses.
Porting costs depend on scope — engine, platform count, game complexity, certification requirements, and timeline. We’re transparent about pricing after the feasibility assessment. Most of our porting engagements range from mid-five-figures for smaller indie ports to mid-six-figures for multi-platform AAA work.
Both. We don’t hand you a build and say “good luck with Lotcheck.” We manage TRC, TCR, and Lotcheck compliance internally, prepare the submission package, and support you through the certification process including any required fix rounds.
Yes. We’ve worked with Unity, Unreal Engine (4 and 5), and several custom/proprietary engines. Our engineers are experienced at diving into unfamiliar codebases, understanding the architecture, and adapting it for new platforms.
We can optimize first, then port — or do both simultaneously. A lot of porting work is optimization work anyway. We’ve taken games that were struggling at 20fps on their target platform and got them to a stable 30 or 60.
Yes. We offer ongoing support for platform updates, patches, DLC integration, and new platform requirements. Many of our porting clients stay with us for post-launch work.
Absolutely. Switch 1 games can detect when they’re running on Switch 2 hardware, even without the Switch 2 SDK. We can unlock frame rates, increase resolution, add DLSS, and improve visual fidelity — from a minor patch to a full “Enhanced” upgrade.
Yes. We’re already working with Switch 2 development hardware and have shipped multiple Nintendo ports including Risk of Rain 2, Spellbreak, FNAF: Security Breach, and Sunderfolk. Switch 2 has more headroom than the original Switch — DLSS support, higher memory bandwidth, faster CPU — but it’s still a mobile-class chipset that requires proper optimization. We handle the full pipeline: adaptation for the new hardware, DLSS implementation, enhanced visuals, performance profiling, and Lotcheck certification. Whether you’re bringing a PC or console title to Switch 2 for the first time or upgrading an existing Switch 1 game, we’ve got the process down.
A few things set us apart. We’ve shipped dozens of PC-to-console ports across every major platform — Switch, PS4, PS5, Xbox One, Xbox Series X|S, and VR — with a track record of passing TRC, TCR, and Lotcheck on first submission. We work in Unreal, Unity, and proprietary engines without asking you to change anything. Our porting team is made up of senior engineers from AAA studios, not juniors figuring it out on your project. We handle the entire pipeline end-to-end — from source code audit through certification and post-launch support — so you’re not coordinating between three different vendors. And we scale: we’ve ramped from 5 to 40+ engineers on a single engagement. Studios like Gearbox, Dreamhaven, Steel Wool, and Annapurna Interactive trust us with their ports. That’s the short version.