I don't make the art myself! I work with different artists depending on the project, but if possible I might make a video with them going through the interesting parts of the process. What are you most interested in?
Grate video, very informative. I would like to add that a cloud provider like AWS or Google can solve the static IP and custom Email-domain problem for a few bucks per month.
I've been accepted for both the PS Partner program and work with Xbox Creator and I completely agree. However, I saw that you say that you were also rejected for Switch devkit access originally. How did you have them accept you after? You said you went into more detail, so do I need to write an essay, or will a few bullet points do? (If you can't respond here due to the NDA, I could post in the dev forums)
I love the paper mario style you do, I have always wanted to make a game similar to paper mario. Can you show your process for creating the player character?
Thank you so much! I don't do the art myself, I work with the awesome Tim (@TimDrawsStuff) for that, but you can watch this video: ua-cam.com/video/WPx3hqPu8TM/v-deo.html that explains the code side of things for the visual style!
Always great to check out others experiences. For me though Playstation was the easiest process (maybe a slightly higher barrier to entry with the static IP, etc). It was about a month from filling out the application to waiting for my devkit to arrive in the mail. Xbox I'm still not sure what I need to do to finish the process and get a devkit (it's been close to 6 months now). And Nintendo.....well they just denied me both times I've applied. :( That's just my experience though.
Wow interesting! Yeah I agree, always great to hear what other devs have experienced, and I get you on the Nintendo stuff. I was rejected once but applied immediately after again and just went into more detail in the application and that did it :)
@Explosive0 before applying ensure you have your business setup first (LLC, Corp, etc). Then, once you have that, build your game design document that they are going to ask for during the application process. Those are the main things to have before starting the application. Not sure if it helped, but also, my game was already playable and on steam early access when I applied also.
How much would it cost to work with you on a game i want to release, i have the assets but not much clue on how to make them into a fully funtional game
Glad you liked it! Don't think I can disclose that, but I would say it's not a factor to really consider when evaluating whether you should port your game or not :) If you have a potential game for the platform, try applying and then you'll know these kinds of details!
Haha nah its definitely hard, but I do think people hype up the difficulty too much ;) Yes! Steam Deck is so nice to port to, basically just controller support and that's it for the most part!
It's possible to disclose some info about the PS ones without mysteriously disappearing; it turns out that they're free for small indie devs and fairly expensive (price higher than a good PC) for replacements and larger devs. Can't say anything else :(
It's hard to give specific advice without breaking NDAs, but I would say focusing on releasing the best possible games on Steam first is a great way to go about it! Then Sony will take a look at them when evaluating you, and if they like your games, you'll have a higher chance of getting in :)
Hi, I learned from another video that publishing on Nintendo Switch requires purchasing a special Nintendo console worth $500 to try the game on it. How true is that?
For all of my game's minus Soul Stalker, no problem at all! For Soul Stalker, I had to do pretty aggressive pooling, but that seems to be working, I'll update you all once the port is done though :) Also, for CPU it's harder to have a set benchmark to chase as it's based so much on your comparison hardware!
Still waiting for Nintendo to respond to me. I already released my game on switch and Microsoft sent me two Xbox series x dev kits. I’m also porting to vr (quest3) currently. But Nintendo taking forever. Going on 3 weeks now.
Love the art style of your games. excellent video too
Thank you :)
This is great to see! Super motivating for an indie developer like me to see porting to consoles might not be as daunting as it seems.
So glad to hear that!
Thanks for this video and insight! Very much appreciated!
So glad to hear that :D
This is your BEST video so far. well done.
Wow so glad to hear that :O What makes you feel that way? Tried to make this one especially comprehensive with a narrow focus, is that it?
Great video!!! Tons of usefull information. 👍
Glad to hear that :D
Oh, I was wondering earlier today just how to do that, and now I see your video :D
Perfect timing 😎
Really great vid! Appreciate the insight!
Glad it was helpful!
Valuable information, thank you!
Thanks for the info! Could you consider a follow-up video about different console review processes before publishing or updating your game?
Would love to, and I would've covered that in this video if possible, but unfortunately I can't due to the console NDAs :/
This is incredibly helpful, thank you.
Your games are really cool. Could you please create a video showing the process of creating the art for these games?
I don't make the art myself! I work with different artists depending on the project, but if possible I might make a video with them going through the interesting parts of the process. What are you most interested in?
Grate video, very informative. I would like to add that a cloud provider like AWS or Google can solve the static IP and custom Email-domain problem for a few bucks per month.
Oh, so cool, you're based in Switzerland too! 😊
Eyy there's not many of us!
I've been accepted for both the PS Partner program and work with Xbox Creator and I completely agree. However, I saw that you say that you were also rejected for Switch devkit access originally. How did you have them accept you after? You said you went into more detail, so do I need to write an essay, or will a few bullet points do? (If you can't respond here due to the NDA, I could post in the dev forums)
could you give me some tips to get accepted for PS Partner program
I love the paper mario style you do, I have always wanted to make a game similar to paper mario. Can you show your process for creating the player character?
Thank you so much! I don't do the art myself, I work with the awesome Tim (@TimDrawsStuff) for that, but you can watch this video: ua-cam.com/video/WPx3hqPu8TM/v-deo.html that explains the code side of things for the visual style!
I think it's just better to release your game on Xbox, Switch, and Steam
Good info! Just checked the batches and past me did a good job, though I suppose it's easier to keep the count low in 2d games
Eyyy that's great!
New subscriber buddy and I'm also an indie game developer
Eyyy glad to have you here! :D
Always great to check out others experiences. For me though Playstation was the easiest process (maybe a slightly higher barrier to entry with the static IP, etc). It was about a month from filling out the application to waiting for my devkit to arrive in the mail. Xbox I'm still not sure what I need to do to finish the process and get a devkit (it's been close to 6 months now). And Nintendo.....well they just denied me both times I've applied. :( That's just my experience though.
Wow interesting! Yeah I agree, always great to hear what other devs have experienced, and I get you on the Nintendo stuff. I was rejected once but applied immediately after again and just went into more detail in the application and that did it :)
could you give me some tips to get accepted for PS Partner program
@Explosive0 before applying ensure you have your business setup first (LLC, Corp, etc). Then, once you have that, build your game design document that they are going to ask for during the application process. Those are the main things to have before starting the application. Not sure if it helped, but also, my game was already playable and on steam early access when I applied also.
@@enique thanks for the tip
very help ful thank you
Glad to hear that :)
How much would it cost to work with you on a game i want to release, i have the assets but not much clue on how to make them into a fully funtional game
Don't really do freelancing anymore, but good luck with your project!
Sweet video, always been curious on how hard it would be. But how much was the fee to release to the switch?
Glad you liked it! Don't think I can disclose that, but I would say it's not a factor to really consider when evaluating whether you should port your game or not :) If you have a potential game for the platform, try applying and then you'll know these kinds of details!
@@Conradical Oh ok kinda wondered if that was how it was being there was so little detail on the matter
You make it look so easy, btw you forgot about steamdeck, and in my expirience steamdeck is the easiest ;p
Haha nah its definitely hard, but I do think people hype up the difficulty too much ;) Yes! Steam Deck is so nice to port to, basically just controller support and that's it for the most part!
Are their(Xbox, Playstation, Nintendo) dev kits free? if its not how much do they cost?
Don't think I can disclose that! You might find some info Googling around though, not everyone keeps their lips sealed ;)
It's possible to disclose some info about the PS ones without mysteriously disappearing; it turns out that they're free for small indie devs and fairly expensive (price higher than a good PC) for replacements and larger devs. Can't say anything else :(
your games look cool are they made on unity or unreal?
could you give me some tips to get accepted for PS Partner program
It's hard to give specific advice without breaking NDAs, but I would say focusing on releasing the best possible games on Steam first is a great way to go about it! Then Sony will take a look at them when evaluating you, and if they like your games, you'll have a higher chance of getting in :)
Hi, I learned from another video that publishing on Nintendo Switch requires purchasing a special Nintendo console worth $500 to try the game on it. How true is that?
Can I publish a completely free game on those platforms if I want to? Like, no monetization at all
did they send you a physical hardware for porting the game ?? I guess at least Switch and PS need it .
Yep! Once you're accepted into these programs you can get devkits :)
@@Conradical and I think everything about the devkit is not able to shows on internet , right ??
Yeah basically, they're under NDA!
Neat. Does it make a difference if I’m Using Godot?
oh, you're swiss? for some reason my brain thought, that you are in canada.
I'm actually Spanish/Norwegian! Moved to Switzerland as a teenager and have been living here for the most part every since :)
He’s got that Justin Bieber look (lol just joking). His English is pretty impressive though.
CPU performance wasn't a problem for you?
For all of my game's minus Soul Stalker, no problem at all!
For Soul Stalker, I had to do pretty aggressive pooling, but that seems to be working, I'll update you all once the port is done though :)
Also, for CPU it's harder to have a set benchmark to chase as it's based so much on your comparison hardware!
@@Conradical That's great to hear, thanks for the reply :D
Still waiting for Nintendo to respond to me. I already released my game on switch and Microsoft sent me two Xbox series x dev kits. I’m also porting to vr (quest3) currently. But Nintendo taking forever. Going on 3 weeks now.
Do you promote your game in youtube shorts buddy
Do I need to pay for Unity console export?
Unity specifically doesn't charge for that, but other engines might (e.g. GameMaker)!
@@Conradical Thank you for the reply
Only for Xbox starting later this year afaik
PS and Switch (i think) give free Unity Pro for only their platforms, PC, and Web so no splash screen
Nice! do you have a discord to for we to ask questions? also for a place to show our progress.
I mean youtube thinks all links are spamming.
Yep! Nearly the bottom of the description :)
@@Conradical Oh still not used to that grey button being/are links, I'm so used to descriptions having emojis like 📌✅❌