What do Indie devs really think about the Xbox One?
There’s been a lot of talk about the troubles some Indie developers are having working with ID@Xbox, with concerns such as launch parity seemingly causing a stumbling block for many. But how are devs working on Xbox One games right now feeling about the ID@Xbox scheme? We talked to seven of them to find out.
“So far, amazing! The transition from our PC version to the Xbox One was scarily smooth. Due to the sheer horsepower of the hardware the game was running at 60fps/1080p instantly, without the need for any optimisation whatsoever. And for me as an artist, its relieving to know that the detail level I’m working at isn’t causing any performance issues.”
Mike Heald, creative director Fully Illustrated
Strike Suit Zero
“It’s been great. Microsoft have bent over backwards to help us, and have very much let us get on with making the game we wanted to make. We weren’t forced to take advantage of features that wouldn’t fit the game, and have been able to just get on making the game the best it can be.”
Jamin Smith, Born Ready Games
“Our Xbox One experience has been absolutely painless. ID@Xbox gave us free dev kits and direct access to the people making Unity for Xbox One, and we had code up and running in under an hour. It’s easily my most painless start to getting a game running on hardware.”
Dan Teasdale, No Goblin
“So far it’s been great. Vector Unit’s first game was Hydro Thunder Hurricane for the Xbox 360, so we were already pretty familiar with console development processes. I think it took exactly one day for us to get our game up and running for the first time on the hardware. The Xbox One hardware is powerful and as always Microsoft’s developer support is robust and the tools are well documented easy to use. Some parts of the process (like configuring back end services for Xbox Live, etc.) are a little rough still, but I expect those to get smoothed out eventually.”
Matt Small, co-founder, creative director Vector Unit
“We had some issues with getting the XDK into Australia, but the ID@Xbox team at Microsoft has been great to work with and to help us achieve what’s needed. Everyone at Blowfish Studios is super excited to be working on our first console titles!”
Ben Lee, managing director Blowfish Studios
“To be honest, we haven’t gotten very far in the process yet, except for setting up the devkits and playing around with them a bit. However, so far we liked what we’ve found.
We’re still fairly confident about the process though. Forced has been created in the Unity 3D engine, which has Xbox One support built into it. Our Danish colleagues at Press Play has already released a game on Xbox One, that was built in Unity.”
Jesper Kristiansen, Audio Lead and Communications handler at BetaDwarf Entertainment
“Our experience on Xbox One has been quite positive so far. ID@Xbox is still in its early days so there have been a few hiccups here and there but overall we are really happy at how fast things are happening for us, and the ID@Xbox staff have been fantastic.”
Mel Kirk, Zen Studios