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Cross Platform Juggling
John Comes
John Comes – CTO
Westwood Studios 2001 - 2003
Electronic Arts LA 2003 - 2004
Gas Powered Games 2005 - 2008
Uber Entertainment 2008 - 2017
tinyBuild 2017+
Why ship a game on different platforms?
• Money
• Exposure
• Future relationships
Platforms
These platforms will
account for over 95% of
your total sales
Platforms – Not Covering
• Great platforms
• Have unique benefits
• No company specific
platforms
TECHNICAL
Engines
The Promise
1. Build game
2. Push to any platform
3. Profit
Hardware – PS4
PS4, PS4 Slim, PS4 Pro
• High performance
• Play on TV
• PS4 Pro - 4k & HDR
• Controller light
• Touch Pad
Hardware – Xbox One
Xbox One, Xbox One S, Xbox One X
• High performance
• Play on TV
• Xbox One X - 4k & HDR
• Xbox One X Enhanced
Hardware – Switch
Nintendo Switch
• Lower performance
• Play on TV and handheld
• Joy Con’s have multiple
configurations
• IL2CPP Recommended
Hardware – Windows PC
Windows PCs
• Any performance, min-spec
• Play on 1+ Monitors, TV
• Steam is leading digital
platform
• Various hardware vendors
add in unique features
Technical Solution Example
• Abstract Code Layers for
• Achievements
• Networking
• User Handling
• Input Handling
• Others
• Build or buy tools
PRODUCTION
Working With
• 4 different work developer relations, reporting, and
management: SIEA, SIEE, SCEJ, SCEK
• Dev portals: SCEDev, TPRNet
• Global Product Proposal must be submitted
• Request for a title ID
• Allow 30 days for certification
• Need certified ratings for all regions
• Whitelisted IP to gain access
Working With
• One point of contact to work with - Microsoft
• Dev Portals: XDP, UDC
• Universal Windows Platform
• Request for a title ID
• Allow 30 days for certification
• Need certified ratings for all regions
• Unique user handling
Working With
• Nintendo has 3 different developer systems: NOA, NOE, NCL
• Developer portal has 10 different sites
• Must be careful about support of Joy Con
• Create products directly on their site
• Allow 30 days for certification
• No Achievement system
• Will work with IARC ratings
Working With
• Single point of contact - Valve
• Developer portal has two sites
• Can purchase a new product ID directly
• Can manage entire game through developer portal
• No certification, direct upload
• Ratings optional
Marketing & Exposure
• Store landing page is everything
• Work with platform holder to support their initiatives
• Make it easy on them to promote your game – Be proactive
• Leave schedule room for attending events and doing pre-ship
promotions
• A ready game can be marketed by your partners
• Use their trademarks correctly
Working with Sony
• Use the light bar
• Use the touchpad
• Use PS4 Pro enhancements
• Can it go PSVr?
Working with Microsoft
• Make it “Xbox One X Enhanced”
• Integrate Mixer Interaction
Working with Nintendo
• Same experience in handheld or
TV configuration
• Make use of the Joy Con in all
configurations
• Multiplayer on single screen and
handheld
Working with Valve
• Include Steam Works integration
• Use the Steam Workshop
• Incorporate User Generated
Content (UGC)
• Don’t update with broken builds
• Be fair across other PC Digital
Stores
• Steam Marketplace
Store Fronts – Common Features
• Various images needed for store pages
• Some platform branded
• Marketing copy for name, descriptions, feature set, etc
• Copy translated
• Do EFIGS as minimum
• Trailer videos
• Price
• Rating info
• Distributed countries
Store Fronts – Unique Features
• Sony & Nintendo have separate sites to add store data
• Xbox requires an excel file and a zip for art assets, other
stores have direct upload
• Steam does not require any certification
• Xbox, Sony, & Nintendo require certification per update
• Nintendo can use IARC ratings, Sony & Xbox need individual
• Steam offers crowd sourced translations
DESIGN
Design Considerations
• Design to the strengths of the platform
• Virtual thumbpads
• Radial Menu vs List Menus
• Non-traditional button layouts
• Keyboard Remapping for PC
• Consider different balance per platform
• Shooters need help on Console
Monday Night Combat
VIEW
FRICTION
VIEW
ADHESION
AIM
ATTRACTION
SNIPER
MAGAZINE
TANK
CHARGE DMG
FIREBASE
ARMOR
JUMP JET
RECHARGE
4
10
CONCLUSION
• Know the technical strengths of each platform
• Don’t underestimate the effort, nuance, and time it takes to port your game
• Cultivate good relationships with platform holders
• Work with the platforms to integrate their needs into your game
• Understand that platforms are global and deal with it
• Make design changes that best suit each platform
• Publishers can be a huge help with every challenge
CONTACT
JOHN COMES – CTO
john@tinybuild.com
@JohnComes
@tinyBuild
www.tinybuild.com

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Cross-Platform Juggling

  • 2. John Comes – CTO Westwood Studios 2001 - 2003 Electronic Arts LA 2003 - 2004 Gas Powered Games 2005 - 2008 Uber Entertainment 2008 - 2017 tinyBuild 2017+
  • 3. Why ship a game on different platforms? • Money • Exposure • Future relationships
  • 4. Platforms These platforms will account for over 95% of your total sales
  • 5. Platforms – Not Covering • Great platforms • Have unique benefits • No company specific platforms
  • 7. Engines The Promise 1. Build game 2. Push to any platform 3. Profit
  • 8. Hardware – PS4 PS4, PS4 Slim, PS4 Pro • High performance • Play on TV • PS4 Pro - 4k & HDR • Controller light • Touch Pad
  • 9. Hardware – Xbox One Xbox One, Xbox One S, Xbox One X • High performance • Play on TV • Xbox One X - 4k & HDR • Xbox One X Enhanced
  • 10. Hardware – Switch Nintendo Switch • Lower performance • Play on TV and handheld • Joy Con’s have multiple configurations • IL2CPP Recommended
  • 11. Hardware – Windows PC Windows PCs • Any performance, min-spec • Play on 1+ Monitors, TV • Steam is leading digital platform • Various hardware vendors add in unique features
  • 12. Technical Solution Example • Abstract Code Layers for • Achievements • Networking • User Handling • Input Handling • Others • Build or buy tools
  • 14. Working With • 4 different work developer relations, reporting, and management: SIEA, SIEE, SCEJ, SCEK • Dev portals: SCEDev, TPRNet • Global Product Proposal must be submitted • Request for a title ID • Allow 30 days for certification • Need certified ratings for all regions • Whitelisted IP to gain access
  • 15. Working With • One point of contact to work with - Microsoft • Dev Portals: XDP, UDC • Universal Windows Platform • Request for a title ID • Allow 30 days for certification • Need certified ratings for all regions • Unique user handling
  • 16. Working With • Nintendo has 3 different developer systems: NOA, NOE, NCL • Developer portal has 10 different sites • Must be careful about support of Joy Con • Create products directly on their site • Allow 30 days for certification • No Achievement system • Will work with IARC ratings
  • 17. Working With • Single point of contact - Valve • Developer portal has two sites • Can purchase a new product ID directly • Can manage entire game through developer portal • No certification, direct upload • Ratings optional
  • 18. Marketing & Exposure • Store landing page is everything • Work with platform holder to support their initiatives • Make it easy on them to promote your game – Be proactive • Leave schedule room for attending events and doing pre-ship promotions • A ready game can be marketed by your partners • Use their trademarks correctly
  • 19. Working with Sony • Use the light bar • Use the touchpad • Use PS4 Pro enhancements • Can it go PSVr?
  • 20. Working with Microsoft • Make it “Xbox One X Enhanced” • Integrate Mixer Interaction
  • 21. Working with Nintendo • Same experience in handheld or TV configuration • Make use of the Joy Con in all configurations • Multiplayer on single screen and handheld
  • 22. Working with Valve • Include Steam Works integration • Use the Steam Workshop • Incorporate User Generated Content (UGC) • Don’t update with broken builds • Be fair across other PC Digital Stores • Steam Marketplace
  • 23. Store Fronts – Common Features • Various images needed for store pages • Some platform branded • Marketing copy for name, descriptions, feature set, etc • Copy translated • Do EFIGS as minimum • Trailer videos • Price • Rating info • Distributed countries
  • 24. Store Fronts – Unique Features • Sony & Nintendo have separate sites to add store data • Xbox requires an excel file and a zip for art assets, other stores have direct upload • Steam does not require any certification • Xbox, Sony, & Nintendo require certification per update • Nintendo can use IARC ratings, Sony & Xbox need individual • Steam offers crowd sourced translations
  • 26. Design Considerations • Design to the strengths of the platform • Virtual thumbpads • Radial Menu vs List Menus • Non-traditional button layouts • Keyboard Remapping for PC • Consider different balance per platform • Shooters need help on Console
  • 28. CONCLUSION • Know the technical strengths of each platform • Don’t underestimate the effort, nuance, and time it takes to port your game • Cultivate good relationships with platform holders • Work with the platforms to integrate their needs into your game • Understand that platforms are global and deal with it • Make design changes that best suit each platform • Publishers can be a huge help with every challenge
  • 29. CONTACT JOHN COMES – CTO john@tinybuild.com @JohnComes @tinyBuild www.tinybuild.com