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Feature Nintendo Nintendo Switch


[FEATURE] TEN GAME DEVELOPMENT TIPS FOR THE NINTENDO SWITCH

BYMIKE SCORPIO

Feb 26, 2021 Feature, Game Development, Gaming, Nintendo, Nintendo Switch

Over recent years, it is clear to see that Nintendo is willing to work with
developers and publishers of all sizes. The company only cares about the game
you represent – how high-quality it is, how unique it is, how exciting it is,
and so on. Even though Nintendo develops its games, it is ready to release
projects from other studios on its console. The company also allows shareware
games to be available in its store.



For example, about half of all Switches have Fortnite, which is distributed
under the F2P model. More than two thousand games are now available on the
console, and Nintendo itself cooperates with more than a thousand publishers.
Below we provide a list of 10 Game Development tips to make your work easier,
but you can also use the programming homework help service
https://assignmentshark.com/.

 

1. Preliminary plan for the Nintendo Switch. If you plan to publish or port your
game to Nintendo Switch in the early stages of development, always design and
test its performance against the platform’s minimum target specification. This
avoids the situation where you are only testing your game on a high-performance
PC while developing, to suddenly realize that the game does not perform well on
target devices.

2. It is necessary to profile the game from the early stages. Be aware of
performance bottlenecks in your game. Studio MDHR used Unity’s built-in profiler
and Nintendo’s CPU profiler to analyze code, eliminating any spikes and doing
everything possible to keep baseline CPU usage as low as possible. Feel free to
use these tools more often in the early stages of development to avoid global
architecture refactoring in the future.

3. Reduce memory consumption with atlases. The game originally had over 45,000+
hand-drawn animation frames that were not packaged, but this approach is not
very effective. Use SpriteAtlas. The game used too much memory on some levels.
The team decided to use atlases for the sprites. After removing transparent
parts and using ASTC compression, atlases significantly reduced the use of RAM.

4. Benefits of AssetBundles. AssetBundles helped Studio MDHR not only reduce the
overall size of the game but also tweak the process for future updates. Try to
use AssetBundles for as much of your game as possible. For Cuphead, the team
prepackaged and compressed SpriteAtlases into various bundles. This greatly
reduced the size of the game and helped immensely in meeting Nintendo’s patch
size requirements. Bundles also help set up parts of the game so that they
change less between builds.

5.Tinker with the shader loading mechanism. It is much better to load all
shaders ahead of time to avoid performance issues when new or rarely used
sprites are loaded in the level for the first time.

6. The Nintendo Switch has a common architecture that uses standard tools and C
++. It is also great for easy porting of multi-platform projects – Nintendo does
not prohibit release on other consoles in any way

7. But for development, you need special hardware – a dev kit. Nintendo Switch
has two types of devkits: a regular devkit is close in characteristics to the
standard version of the console, and a professional devkit has additional RAM,
which is great for creating large games. The devkit can be ordered online
through the Nintendo Developer Portal. There is an office in Germany that sends
devkits to developers in Europe.

8. You can use different engines for development – UE4 and Unity are supported
by default, and GameMaker Studio 2 and other popular engines also work without
any problems. Also, studios can use tools to create sound in the game – FMOD,
Wwise; physics – Havok, Nvidia PhysX; network component – Photon, Playfab, and
more.

9. If you want to release a game on Nintendo Switch, there are several stages to
go through. The first step is registering as a publisher. This can be done on
the Nintendo Developer Portal, which acts as the main hub for interacting with
the company. There you can also determine whether the game will be distributed
electronically only or physical copies will be available. It is also possible to
release the game only on physical media.

10. Next, you need to register for your game – it is important to provide all
the basic information about it. Then it comes to determining the age rating.
Different countries and territories may have their systems: in Europe – PEGI, in
Germany – USK, in the USA – ESRB, in Japan – CERO, and so on. If only a digital
release of the game is planned, then you can set a rating based on the IARC
system for free. And when releasing on physical media, you need to contact each
agency separately.

 

As mentioned earlier, the game can be released digitally; on physical media; or
use both. This separation is important to consider if your game has, for
example, two publishers, one of which has the rights to the electronic version,
and the other to the physical one. But in this case, you will have to register
your game twice for each publisher.




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[Press Release] MOVING OUT SETS SAIL FOR THE TROPICS WITH NEW ‘MOVERS IN
PARADISE’ CONTENT

BY MIKE SCORPIO

I am Chief Administrator for Miketendo64.com A news & reviews website for
Nintendo related articles and merchandise. An intermediate gamer with over 20
years of experience spanning 4 decades and 4 generations of Nintendo Games
Consoles From the NES up to the Wii U. I also manage our YouTube Channel where I
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