Accounts and login
Platform sign-in, user profiles, account linking and user switching, connected to your existing backend.
GamesWork with usTraverse Games
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
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 platformsPlatforms we work across
02 / Engine and graphics work
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 hardware03 / Platform integration
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.
Platform sign-in, user profiles, account linking and user switching, connected to your existing backend.
Achievements, trophies, statistics and leaderboards, with the relevant progression and offline behaviour.
Save locations, cloud synchronisation, conflict handling, save-version compatibility and interrupted writes.
Platform friends and invitations, session joining, matchmaking hooks and integration with your multiplayer systems.
Ownership checks, DLC access, store integration and purchase flows where required by the game and target.
Controllers, keyboard and mouse, touch, input prompts, remapping and device connection changes.
Focus changes, suspend/resume, network loss and recovery, with consistent game and service state.
SDK and toolchain integration, asset cooking, build automation, diagnostics and platform-requirement fixes.
04 / Build, test and 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 processYour 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.
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.
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.
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.
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.
Yes. We begin by establishing a runnable baseline and identifying the remaining platform risks with your team.
Yes. We adopt your source control, build pipeline, review gates and milestones rather than introducing a parallel delivery process.
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.
Traverse Research + Traverse Games