System Shock Remake | Deep Dive Supercut
In this episode of Deep Dive, #NightDiveStudios Locke Vincent is joined by four System Shock Remake developers, Justin Khan, Thomas Curnow, Braedy Kuzma, and Paul Renton, to delve into the process of bringing the port to the Switch, challenges they faced, and how they overcame them! Come along as we discuss their roles, the challenges of porting to a new console, how proud they are of their accomplishments, and more! =================================== System Shock Remake — AVAILABLE NOW — =================================== 🟢 Xbox: https: https://www.xbox.com/en-US/games/stor... 🔵 PlayStation: https://store.playstation.com/en-us/p... 🔴 Nintendo Switch: https://www.nintendo.com/us/store/pro... =========================== Connect With Us! ============================= IG ➡️ / nightdivestudios Twitch ➡️ / nightdivestudios Tik Tok ➡️ / nightdive.studios Discord ➡️ / nightdivestudios Facebook ➡️ / nightdivestudios X | Twitter ➡️ / NightdiveStudio ⏰ Timecodes ⏰ 0:00 - Intro 1:15 - Justin Khan, Producer/UI intro 1:48 - Porting to Nintendo Switch was a curiosity 3:20 - Switch 2 developer kits were a hot commodity 4:11 - What if we brought it to both Switch 1 and Switch 2? 5:58 - Initially thought Switch 2 required Unreal Engine 5 7:18 - Encountered tons of problems trying to move to Unreal 5 8:06 - Making a tough decision - pivoting back to Unreal 4 9:41 - Key focus on Switch was the controls 11:06 - What does a Producer do? 11:40 - Working in coordination with developers to solve problems 14:28 - Making the correct, difficult decision is rare 16:16 - Addressing community concerns and making the best version possible 17:16 - How does the game feel on Switch? 19:10 - Thomas Curnow, Port Specialist intro 19:38 - What comes with porting this to consoles? 20:56 - Challenges with porting 22:52 - Engine pivot from UE5 to UE4 28:38 - New feature of gyro controls 30:15 - Genuinely proud of getting to this points 33:36 - Final thoughts 34:27 - Braedy Kuzma, Port Specialist intro 35:30 - Porting System Shock to Nintendo Switch 1 and 2 38:20 - Biggest challenge so far on the project 40:16 - So many lights on Citadel Station… 41:23 - Console best practices 42:33 - Designers and Programmers working in harmony 43:49 - The console ports are working because of a dedicated team 45:04 - What do you want people to know about? 47:15 - Paul Renton, Developer intro 48:21 - Switch 1 vs the deferred renderer of System Shock 52:36 - Trying to optimize the dynamic lighting and shadows 54:43 - The benefit of looking at your game objectively 58:04 - Tracking down issues and memory leaks 1:02:14 - Developer advice for optimization ------------------------------------------------------------------- #nightdive #systemshock #systemshockremake #atari

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