A detailed look at the process of bringing I Am Setsuna to Switch

The following information comes from Usuke Kumagai of Tokyo RPG Factory, as well as Yuichiro Kitao and Tomoyuki Kurino from Gem Drops...

- when the team learned that Switch would support Unity, they began the process of bringing the game over
- it was planned early on to get the game onto Switch within a month of it launching
- by Fall 2016, Unity’s optimization progressed, and error messages that previously appeared with I Am Setsuna stopped
- by the end of fall last year, the team was finished with pre-submission to Nintendo
- I Am Setuna was the first title to enter this process
- a meeting with Unity was suddenly held, and it was decided that I Am Setsuna would end up becoming a launch title
- Nintendo asked for the developers to finish the master version that year if possible
- the team was able to port quickly due to Unity, as well as the lack of online/vs features & modest hardware requirements
- having a good grasp on specs also made work come together quickly
- setting various aspects such as the app’s icon, languages, etc. was said to be very simple
- there was also good compatibility for titles that have/planned to have multi-platform support on home and portable consoles





from GoNintendo

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