What's it like developing for the Switch? 9 indie studios weigh in
What's it like creating or porting a game for Nintendo's new console? Gamasutra spoke to representatives from nine different indie studios about their experiences developing for the device.
Before the Nintendo Switch launched on March 3, developers who were among the first to bring their games to the new console described themselves as having been “gagged.” Nintendo forbade them from saying anything public about the process of developing games for the Switch.
After March 3, that gag was lifted and many of those silenced developers have been able to speak up. But forget any association with kidnapping that the word “gagged” may have. Those developers aren’t telling horrific stories of being locked up in development hell. On the contrary, the consensus is that the Switch is “the least demanding Nintendo console” to develop for yet.
This is no small feat given that the whole idea behind the Switch is that it doesn’t serve one console experience but many. It can be placed in a dock and transmit to a TV like a traditional home console, but it can also be taken out of that dock and played as a handheld, and from there the two Joy-Con controllers can be detached from the sides of the screen for multiplayer sessions.
All of these transformations happen in a snap, too, so developers have to ensure both an instant and smooth transition. Except they don’t. “Usually, you have to think about a second screen or some kind of feature that requires rethinking your game from the ground up,” says David D’Angelo of Yacht Club Games, the studio behind Shovel Knight. “The portable/console transition [of the Nintendo Switch] just works and is seamless!”
The notion that it “just works” is repeated by the other early Switch game developers. “The switch between the handheld and the console mode was the first thing we tried. It worked on the get-go. Nothing to do for us, the display changed from TV to the LCD (and vice versa) without any specific code,” says David Bellanco of Game Atelier, the studio making Monster Boy and the Cursed Kingdom.
Monster Boy and the Cursed Kingdom
“After the first test we just had to handle the change of gamepad mode and make it work at 720p resolution in handheld mode," adds Bellanco. "That's it, really! It's very easy to have the game working in those two modes.”
This is a big relief for all. The big question for most developers when it came to the Switch is how many small adjustments it would take to get their games working well on both a large TV screen and a smaller handheld one. But it seems Nintendo has performed a magic trick by almost entirely eliminating the potential hassle of that process.
The only minor note on this topic came from Brian Provinciano of VBlank Entertainment, who is making the open-world action game Shakedown Hawaii for the Switch. “One difference is the need to handle the old TV ‘safe area’ when in console mode, but not in handheld mode. TVs by default cut off the outer edge of the screen,” Provinciano explains. “If you don't leave extra padding, half of the score might be missing, for example. So, if you run your game identically for both, you'll notice a bit of a border in handheld mode. The alternative is to use a different camera, and use different HUD/UI placement for each.”
Shakedown Hawaii
Other than that the Switch has arrived as a blessing for these developers, especially Dant Rambo of Choice Provisions, who is currently working on rhythm game sequel Runner3. With its BIT.TRIP series alone, Choice Provisions has developed seven titles that were released for both the Nintendo Wii and the Nintendo 3DS. That was a lot of work. But in having dropped that dual console approach with the Switch, and instead releasing a hybrid, Nintendo has thankfully lessened the development work for multi-platform studios like Choice Provisions.