What Goes Into Porting To Consoles (for non-developers)

Hi there!

We often get the question about when our game, Ultimate Chicken Horse, is coming to console. A fair question for sure, as the game seems like the perfect fit for consoles. Sometimes people understand that it's a lot of work to port a game, but most of the time people get annoyed because "can't you just sell it on console?". I wanted to write an answer today about what goes into making a game for console, directed at people who aren't necessarily game developers. If you are a game dev, feel free to use this to answer people who ask you.

Setup

The first step is to plug in the development kits and get all the accounts set up so that you can actually use them. This usually requires a static IP address, which you have to set up if you don't have one. The kits also need license keys and need to be properly registered, then you have to (figure out and then) navigate through a bunch of menus to find the spot to allow the console to connect to your PC. If you haven't done it before, this is not a trivial process.

Exporting from the Game Engine

We use Unity, and exporting from Unity to console is meant to be easy. While it's not particularly difficult, you still need to get a special Unity plugin to be able to do this. The Unity plugins from the platform holders (Sony, Microsoft, Nintendo) are often a few versions old, so you need to make sure to roll back Unity to a version that works with the plugin. You'll also need another license key to actually do the export and try to get the game to run on the console.

Platform-Specific Features

Our game was first developed for Steam, and there were many Steam-specific things in the code such as Steam matchmaking, player authentication, version checking, achievements, etc. On console, the game won't even start until all of this is removed. Usually, that means replacing the Steam stuff with platform-specific stuff like achievements that are handled differently on different consoles. Beyond that, there's also the social integration, user accounts, and user interface that needs to be added to make sure that when a player, for example, pressed the Xbox button, they get access to their Xbox account.

Certification

To release on console, you need to pass a certification process. For each console this is slightly different, but in any case it's a list of hundreds of very specific things that your game needs to be able to do. Sometimes these are rules that you need to abide by, other times these are functional features that need to be added. Then, there's a list of test scenarios that you'll need to pass for certification. For example, if you unplug the internet, turn a controller off, switch to Netflix, sync a new controller, plug the internet back in and switch back to the game, will it track the user change and make sure they're still signed in? Things like that. Once you think you've covered all your bases, you send a build to the platform holders and they test the game, and inevitably come back with a bunch of issues that you didn't see. Getting back to you can take a while, and then fixing the issues can also take a while before sending for certification again.

Age Ratings

These are a nightmare that no one wants to deal with. There are different rating systems for a bunch of countries and regions, each with their own governing boards, requirements, submissions and payments. The IARC (International Age Rating Coalition) is trying to simplify this process, but it's going slowly. We have to submit the game to ESRB (North America), PEGI (Europe except Germany), DSK (Germany), CERO (Japan), GRAC (Korea), and more. What's more, in some of those cases you need to do them in the language of the country. For example you can't get an age rating in Japan without a Japanese company, and to launch on Sony Japan you need a rating from CERO. So... not super straight-forward.

Release

Once you've finally done all of this, you need to talk to the console folks and determine a launch date based on other releases that are coming out. You'll want to be slotted in at a time where there aren't a ton of big hyped games coming out to maximize visibility on the storefront. In addition, the more you lean toward exclusivity toward one console, the more they'll try to give you in terms of marketing and visibility. Once you've figured that all out, you can release! 

So, all this to say, that going from PC to console is not a quick process. This article barely scratches the surface of the technical side of porting, and there's a ton more to know about it. I wanted to give an idea of what goes into it though, so that you (the average non-game-developer) understand and also so that game developers can share this as a beginning of an explanation about the difficulties we face and the reason that the port doesn't take two weeks.

We'll keep on trucking though, we're working on it!

Artist Interviews and Career Fair

Hi everyone!

So this week has been packed with the reviewing of artist applications and a bunch of interviews. We were still getting applications until the 25th (when the applications closed), and continue to get them even though the window is meant to be closed.

Doing art interviews was an interesting experience that none of us had ever done before; trying to get a feel for a person's way of working, aspirations, and personality in a formal interview setting is a difficult thing to do, so we're learning as employers how to do this.

We also included an art test (which we won't talk about because there are other applicants who still need to take it). An art test is a short task given to the person applying for the job that gives interviewers a sense of their ability to fit with a given style, to work under a time constraint and to present their work in a meaningful way.

We're still going through applications and figuring things out, but hopefully we'll have a new member of Clever Endeavour Games soon!

Next up, I wanted to mention that Rich (the person writing this) was invited to a career fair at a local high school to talk about the company / my job.  I'm pretty excited to introduce grade 10-11 students to the jobs in the game industry and explain why it's so awesome. 

I often rant to other people (friends, family) about how amazing the industry and how many opportunities there are, so I'm really happy to be able to share that with people who are looking to open their minds to different career paths. There's room to go in-depth with this, but I'll end it here and maybe report back next week.

IGF "Excellence in Design" Nomination

Woohoo!

Ultimate Chicken Horse was nominated for the Independent Games Festival "Excellence in Design" award this year! You can see the announcement and nominees here.

The IGF was established in 1998 as part of the Game Developer's Conference (GDC) in San Francisco as a means to highlight the indie community and give some exposure to the smaller teams that didn't have the budget to compete with the massive presentations and expo booths of the big AAA studios. It includes the IGF game pavilion, the awards ceremony, and Indie Game Summit, which is a section of the conference which is open to holders of a special (cheaper) pass.

The IGF prize has gained quite a reputation and it seems that even being nominated is enough to put that information in promotional videos. This year, we're really happy to be nominated for the design prize, alongside some amazing games. Just being mentioned with games like InsideOvercookedHyper Light DrifterEvent[0] and others is a huge honour and we're really proud.

Last year, an amazing game called Keep Talking and Nobody Explodes won the design prize, and it was masterfully done. The game is played by one player holding a real life, physical paper manual and another player (in VR or not, but better in VR) trying to navigate their way around defusing a bomb before time runs out. They give info to the person with the manual, who searches furiously for information and helps the in-game player defuse the bomb. Very cool!

Anyway, we're really grateful for the support we've had and the continuous feedback that what we're doing is somehow working, so we really appreciate it. Thank you world!