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Sumo Digital discusses just how quickly Snake Pass came together on Switch

by rawmeatcowboy
07 April 2017
GN Version 5.0

Coming from Sumo Digital's business development director Ian Richardson...

"There were some slight issues at first. Partly because Nintendo was still working on the back end. But we worked very closely with them in terms of what we needed. They gave us a kind of roadmap so we understood when certain things would be put in place.

We had a grasp of what the technology was, but the big unknown was how quickly we could actually port the game. Turns out we could do that very quickly. It has come with its challenges, but we're a very experienced development company and we've got a hell of a lot of talent internally. We put our best guys on it to make sure we had it converted very quickly.

We got the code across onto Switch - or at least certain parts of it - in a matter of hours, so we started becoming more confident that we could achieve what we wanted and within the timescales we were looking at. Within seven days, we had it fully playable.

Up until the day that we flew out to GDC, we were still working on the Switch version to optimise the code. Nintendo are really happy with it, and we're extremely happy with it. But without the support of Nintendo, Unreal and Nvidia, our job would have been a lot more difficult. They were key - particularly Nintendo, who were keen to have it as a launch title - and we're extremely happy we can launch all versions on the same day."

[Link]