Taking Porting into Our Own Hands
Vasil Prostrelchuk
Hologryph, Tech Lead
- When:
- 14.07.2022, 14:00–15:00
- Hall:
- Red Sea Hall (indie Track)
Learning how to port a game after it has already launched on 7 platforms
What the talk is about
Vasil Prostrelchuk explains how Hologryph, after shipping its game on seven platforms, stopped relying on outside porting studios and began porting in-house. Three studios in a row delivered rough builds with crashes and poor optimization, and each update took almost as long as a fresh port. He advises designing the architecture for porting from day one, working closely with porting teams instead of treating them as a black box, and building on abstractions, keeping compiler directives only inside platform adapters. That allows a single branch for all platforms and testing in the editor. He also covers compliance workload, having controllers for the whole team, a build server and a Unity cache server. Useful for small teams preparing a multiplatform release.