Video summary

How Hard is Porting your Godot Game to the Switch 2?

Main summary

Key takeaways

Technology

Summary of technological concepts, features, and porting workflow

Purpose / framing

  • The video explains what it’s like to port a Godot game to the Nintendo Switch 2, focusing on:
    • Differences between using large commercial engines (with easier console export support) vs Godot (open-source constraints).
    • A step-by-step process for console approval/certification.
    • Practical tips that depend on time and budget.
  • It also notes that detailed “how-to” specifics are limited due to NDA requirements for Nintendo devs.

Key decision factors: “Why port / when to port”

Business/market rationale

  • More console platforms → wider audience.
  • Fewer games on Steam getting ported to Switch 2 implies less competition.
  • Diversification is recommended (not relying on a single storefront/platform).

Timing and cost

  • Porting is not free: it requires dev kits and possibly a porting house.
  • Dev kit cost is mentioned as roughly ~$450 (ballpark), but exact numbers are withheld due to NDAs.
  • Start early:
    • Approval and review cycles can take a long time.
    • Applying is said to be free, but approval is not guaranteed.

Nintendo Switch 2 port process (6 steps)

  1. Create a Nintendo developer account

    • Register via the Nintendo developer portal.
    • Apply as an organization (to allow multiple people access).
    • An NDA is issued via email; agreeing grants portal access to resources like SDKs and developer support.
  2. Request platform access

    • Fill out a form requesting access for the Nintendo Switch 2 platform.
    • Provide details about developer experience and project plans.
    • Receive a dev kit (described as a modified dev Switch used for development).
  3. Prepare a development build

    • The build must match controller, screen resolution, and hardware requirements.
    • Even if performance is strong on PC, it may not transfer directly due to hardware/console differences.
    • Must be submitted for Nintendo review before proceeding.
  4. Certification

    • Tested against a technical checklist including:
      • UI iconography/terminology
      • error handling
      • performance benchmarks
  5. Age rating submission

    • Separate regional ratings:
      • ESRB (North America)
      • PEGI (Europe)
      • CERO (Japan)
  6. Final testing and submission for additional certification

    • Requires meeting standards for consistent user experience.
    • Possible denial/revisions and resubmission until accepted.

Engine-specific porting differences: Unity/Unreal vs Godot

Unity/Unreal-style approach (export templates / modified engine)

  • To export to Switch, engines typically provide one of:
    • a modified engine build designed for the console, or
    • a Switch export template
  • This is provided by the engine manufacturer after Switch access.

Why Godot (Godot/GDO) can’t do the same easily (open-source constraints)

  • Godot’s console export code is confidential and cannot be distributed as open source.
  • Creating a separate closed-source console export layer introduces:
    • legal liabilities
    • cost obstacles
  • Result: Godot console porting is more difficult than with commercial engines.

Sponsor: W4 and how it changes the Godot console porting landscape

What W4 is

  • W4 is presented as a company created to strengthen the Godot ecosystem, aiming to make console porting easier.
  • It offers Godot console-enabled exports via:
    • a private branch/repository (called W4 consoles), covering not just Switch but also Xbox/PlayStation.

How it reduces the burden

  • Instead of:
    • hiring expensive porting houses, or
    • building console export templates from scratch,
  • you can access prebuilt console exports and port using your own team.

Subscription model and licensing framing

  • Yearly subscriptions are mentioned, with monthly installment payments.
  • The benefit is framed as: if using a porting house, you supposedly may not need separate licenses (as presented by the video).

Main speakers / sources (at end)

  • The narrator/speaker: the video presenter (e.g., “All righty guys…”, “I’m going to…”).
  • Sponsor source: W4 (company/team credited for creation).
  • Mentioned Godot contributors (as part of W4 background): Juan Lenetski, Remy Sheld, Fabio Alexandrielli, and Nicola Baronato.

Original video