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Traverse Games

Platform and porting

Port your game and its engine, integrate platform services, and deliver a build your team can test, maintain and ship.

01 / A port your team can plan around

A new platform, with your production roadmap still moving.

Your team already has a game to build and maintain. Bringing it to Nintendo Switch, PlayStation, Xbox or another PC platform adds a second set of constraints, from the renderer and memory budget to the SDKs and release process.

We can own a defined porting workstream or join a port already in progress. Start with your current build, engine branch and target platforms. We establish a runnable baseline, investigate the difficult parts early, and build a plan your technical leads can review alongside the rest of production.

Discuss your target platforms

Platforms we work across

Console, PC, handheld and mobile.

Licensed on every major console platform

Consoles

  • PS4
  • PS5
  • Xbox
  • Nintendo Switch

Desktop & handheld

  • Windows
  • Linux
  • SteamOS
  • Bazzite
  • macOS

Mobile

  • Android
  • iOS

Graphics APIs

  • Metal
  • Vulkan
  • DirectX 12
  • AGC

02 / Engine and graphics work

We can work below the engine boundary.

A proprietary engine is a valid starting point. We port custom engines and work with modified Unreal branches, adapting platform layers, toolchains, threading, storage, input and the assumptions made by the runtime. Your team keeps its engine and a clear account of the changes it needs.

Rendering work can include adding or adapting Vulkan, DirectX 12, Metal and console backends, bringing shader compilation across, and checking resource binding and synchronisation. We investigate frame time, memory use, streaming and asset packaging on the target hardware as part of the port.

PC ports deserve the same engineering attention. Native Linux and macOS support, SteamOS and Bazzite deployments, and Windows graphics-backend work each have their own build, runtime and input considerations. We scope native support and compatibility-layer requirements explicitly with your team.

How we investigate performance on target hardware

03 / Platform integration

Bring the whole game to the platform.

Players need their accounts, progress, purchases and social features to behave correctly. We integrate platform SDKs with your existing game systems and backend, so a port includes the services and lifecycle behaviour around the frame as well as the renderer itself.

We agree the relevant features and edge cases for each target. That includes offline behaviour, user changes, interrupted sessions and the platform’s requirements, with reviewable implementation work in your codebase.

Accounts and login

Platform sign-in, user profiles, account linking and user switching, connected to your existing backend.

Achievements and player stats

Achievements, trophies, statistics and leaderboards, with the relevant progression and offline behaviour.

Saves and cloud storage

Save locations, cloud synchronisation, conflict handling, save-version compatibility and interrupted writes.

Friends, invites and sessions

Platform friends and invitations, session joining, matchmaking hooks and integration with your multiplayer systems.

Entitlements and additional content

Ownership checks, DLC access, store integration and purchase flows where required by the game and target.

Input and device changes

Controllers, keyboard and mouse, touch, input prompts, remapping and device connection changes.

Suspend, resume and connectivity

Focus changes, suspend/resume, network loss and recovery, with consistent game and service state.

Builds, packaging and submission

SDK and toolchain integration, asset cooking, build automation, diagnostics and platform-requirement fixes.

04 / Build, test and release

From a running build to a maintainable release.

We bring the target into your build farm, asset pipeline and test process. Builds, packaging, platform-specific configuration and diagnostics should be repeatable, so your team can continue working on the port alongside the original version.

Certification fixes, store submission, release responsibilities and post-launch support are agreed with your producers and technical leads. We help work through the platform requirements and their edge cases, keeping the implementation and the remaining risks visible through regular build reviews.

How we work inside your delivery process

What your team gets

  • A target-platform build and a prioritised account of the porting work.
  • Reviewable engine, game and platform-service changes in your branch.
  • Reproducible builds, packaging and capture conditions for the agreed targets.
  • A handover covering integration, remaining constraints and the agreed release and support responsibilities.

Your technical leads speak directly to the engineers doing the work. We use your Perforce streams or GitHub repositories, build infrastructure and review gates, with the roadmap visible to your team.

Console access and release planning

Traverse is licensed on every major console platform. We agree target access, SDK requirements and certification responsibilities during scoping. Platform-confidential details are handled under the applicable NDA.

A few useful answers.

Can you port our custom engine?

Yes. We begin with your source, build process and target hardware, then scope the platform layer, graphics backend, toolchain and runtime changes needed. We can take on a complete porting workstream or focus on the parts your team needs help with.

Do you handle Linux, macOS and handheld PC ports?

Yes. We work across Windows, Linux, macOS, SteamOS and Bazzite, with native graphics and runtime work scoped separately from any compatibility-layer requirements. We agree the device set, input behaviour and distribution targets with your team.

Can you integrate achievements, login and other platform services?

Yes. We connect the relevant platform SDKs to your game and backend, including accounts, achievements or trophies, saves, entitlements and social features. The exact services and edge cases are agreed for each platform.

Can you join an existing port?

Yes. We begin by establishing a runnable baseline and identifying the remaining platform risks with your team.

Can you work inside our pipeline?

Yes. We adopt your source control, build pipeline, review gates and milestones rather than introducing a parallel delivery process.

How is capacity booked?

We start with a 16-week commitment including ramp-up. Work runs in four-week sprints with build reviews every two weeks. The overall port and any continuation follow the agreed scope, release plan and support responsibilities.

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