Syllabus
Porting Bootcamp for Cross-Platform Gaming
The Porting Bootcamp for Cross-Platform Gaming provides in-depth training in cross-platform game development and adaptation using Unity and C#. It starts with a solid introduction to Unity, preparing the development environment, and addressing the principles of cross-platform design along with Unity version management and asset optimization for porting. The program delves into cross-platform programming in C#, teaching best practices, event handling, dependency management, database access, network deployment, and data security.
Optimization and performance are fundamental pillars, covering everything from profiling and benchmarking to code optimization, memory management, rendering, graphics, audio, and performance testing. In terms of UI/UX, it focuses on responsive design, adaptation of user controls, localization, accessibility, and revision of icons, ensuring a consistent user experience across all platforms.
Asset management ranges from compression to asset streaming, use of Addressables, import automation, and third-party tools, emphasizing the importance of versioning and updates. Finally, the release and maintenance prepare for certification, updates, patches, and post-launch support, completing a comprehensive and up-to-date multiplatform game development cycle.
| Common Areas | Unity and Porting Fundamentals | Getting started with Unity |
| Preparing the Development Environment | ||
| Cross-Platform Design Principles | ||
| Unity Release Management | ||
| Asset optimization for porting | ||
| Initial testing in Unity | ||
| Cross-Platform Programming in C# | Good C programming practices# | |
| Event handling and user input | ||
| Dependency Management | ||
| Access to databases | ||
| Network Deployment | ||
| Security and data protection | ||
| Optimization and Performance | Profiling and benchmarks | |
| Code optimization | ||
| Memory Management | ||
| Rendering and graphics | ||
| Audio optimization | ||
| Performance Testing | ||
| UI/UX for Cross-Platform | Responsive or adaptive design depending on platform | |
| Adapting User Controls | ||
| Multi-language localization and support | ||
| Accessibility and Usability of the new platform | ||
| Icon System Review by Platform | ||
| Asset Management | Asset compression and quality | |
| Asset Streaming | ||
| Using Addressables | ||
| Automation in asset import | ||
| Third-party tools for asset management | ||
| Versioning and asset updates | ||
| Publishing and Maintenance | Preparation for certification | |
| Updates and Patches | ||
| Post-launch support |
Depending on the availability of the Project to be ported by the video game studio that cedes the Intellectual Property for the students of the Bootcamp, the port will be made to Nintendo Switch or Android.
Port a Nintendo Switch:
It covers everything from the initial setup of the development environment to the final release in the Nintendo eShop. It begins with accessing and configuring the Nintendo Switch SDK and development environment in Unity, including handling the Nintendo Developer Portal and initial testing with the DevKit. Emphasis is placed on auditing and planning work to adapt the game to the platform, addressing Joy-Con management, touchscreen, motion sensors, integration with Nintendo Switch Online, use of NFC and amiibo, and support for multiple users.
Optimization and performance are crucial, adapting to the technical specifications of the Switch, with specific strategies that include adjustments for dock and laptop modes, and battery optimization. The UI and UX are tailored to take advantage of the Switch’s unique features, enhancing usability and the player experience. Code refactoring and porting are critical to meeting Nintendo’s guidelines, ensuring the game’s compatibility and functionality.
Quality control and testing ensure the stability and quality of the game, culminating in the compilation process, deployment in the DevKit, and preparation for Nintendo’s certification process. This bootcamp prepares participants to meet the technical and design challenges of porting games to Nintendo Switch, ensuring a successful launch on the eShop.
| Platform-specific area (Nintendo SWITCH) | Configuring the Switch Development Environment | Nintendo Switch SDK Access and Settings |
| Switch development environment in Unity | ||
| Operating the Nintendo Developer Portal | ||
| Initial testing with DevKit | ||
| Nintendo Certification Process | ||
| Publishing on Nintendo eShop | ||
| Audit and Work Plan of the Babywearing Game | Initial review of the source code to identify incompatibilities. | |
| Strategies for efficient version management and team collaboration. | ||
| Task plan, identification of processes to be refactored for the port | ||
| Switch Input and Output | Joy-Con and other controller management | |
| Touchscreen and motion sensors | ||
| Saving and uploading files to Switch | ||
| Nintendo Switch Online Integration | ||
| Using NFC and amiibo | ||
| Multi-user support | ||
| Switch Optimization and Performance | Technical specifications and limitations | |
| Switch-specific optimization strategies | ||
| Memory and Storage Management | ||
| Specific settings for dock and laptop mode. | ||
| Battery optimization for portable mode | ||
| Performance testing in the DevKit | ||
| Troubleshooting Common Issues | ||
| UI/UX for Nintendo Switch | UI adaptation for dock and laptop mode | |
| Joy-Con and touchscreen interface design | ||
| Switch-Specific Usability Considerations | ||
| Menu and navigation implementation | ||
| Usability Testing on Switch | ||
| Successful UI/UX Case Studies on Switch | ||
| Code Refactoring and Adaptation | Refactoring techniques to comply with Nintendo guidelines. | |
| Adaptation of switch-specific input and output methods. | ||
| Implementation of unique console capabilities. | ||
| Adaptation of incompatible assets and media in the game for Switch | ||
| Adaptation of incompatible methods and functions in the game for Switch | ||
| Quality Control and Testing | Establishment of a quality control plan. | |
| Functionality, usability, and compatibility testing. | ||
| Use of Nintendo-specific testing tools. | ||
| Build and Deploy for DevKit | Build process for the Switch environment. | |
| Deployment and testing in the Nintendo Switch DevKit. | ||
| Error resolution and final adjustments prior to certification. | ||
| Certification and Launch Process | Preparing for the Nintendo Certification process. | |
| Strategies for Certification Success. | ||
| Launch planning and promotion in the eShop. |
In your Final Bootcmap Project you will have to elaborate a complete port to Nintendo Switch or Android with the help of your Bootcamp classmates and the group and individual mentoring provided by Level Up’s teaching team of Porting experts. At the end of the Bootcamp you will have completed a commercial port of a real video game product and may appear in the credits of a video game published in Nintendo eShop or Google Play and form part of your final portfolio.
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