WEBVTT

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Welcome everybody.

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 Welcome to the first

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 PID talk.

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 I am Francis Ingrand.

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 I am founder and CEO of Plugin Digital.

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 I am here with Stan,

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 Senior Biz Dev.

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 at Plugin Digital.

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 We are working together for five years,

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 something like that now.

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 So,

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 starting to be a long time.

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 And so PID,

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 we are doing many things,

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 but what is the most important is we are doing digital distribution,

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 PC,

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 console and mobile.

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 We are working for many publishers and indie developers all over the world.

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 We are helping them to distribute their games and

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 to optimize their revenue and as well we are doing publishing with our

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 Dear Villagers brand.

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 We do premium publishing on PC,

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 console and mobile.

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 I am glad to introduce you to

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 Juan from Pixel Ratio.

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So it's Juan at Pixel Ratio,

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 a studio from Plugin Digital and And we have experience on developing video game,

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 co-development.

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 supporting and helping studios to bring their games to,

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 I mean,

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 all platforms like console or mobile.

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So Juan,

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 can you give us some insight about your story,

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 about Pixel Ratio,

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 what you are doing,

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 etc?

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Yeah,

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 sure.

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 I think that all of us,

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 it was some kind of dream when you are a child to to become part of the video game industry.

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 I grew up between comics,

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 you know,

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 cartoon,

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 video games and this is something that I yeah for sure that since a very child

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 I wanted to be part of it and well I have to say that we had a lot of luck because

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 I left my previous job before creating pixel ratio in 2011 with a friend of mine with the former

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 creator or founder of pixel ratio quando it was a very good friend of mine and uh we were making video games in our nights he was in the university i was working he was a programmer i was an artist so let's say that we

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 had a good friendship for sure and also we shared the love of video games so we decided on 2011 that

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 We had an opportunity to make a video game.

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 We didn't finish a video game before.

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 But in my master's degree in video game production,

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 one of the teachers told us,

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 look,

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 I have this project,

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 I think that you could manage it,

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 or at least try to do it.

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 Well,

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 for us it was a good opportunity.

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 We wanted to be in the video game industry and we said,

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 okay.

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 let's go for it and this is the beginning of pixel ratio this is how we did pixel ratio we recreate the company um we needed let's say a company to yeah to to make it more official let's say work and things like that so uh my

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 friend left the university for for a time and

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 I left my old my previous job and we started

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 started to make this video game it was good because it was it gave us the possibility to demonstrate that we can we could start video game and finish it on time and

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 To do it well,

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 so and also it was a proof for us that we could do something that we have been dreaming a long time and everything was pretty good and

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 When we finished this

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 This first game we decided to make what we wanted to do our own video game.

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 So we started to think how we can do it and by this time mobile was a good platform to start.

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 So we decided to make a video game,

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 we started the production and we finished what we thought our video game would be.

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 we wanted and we had plans to release the game uh on by our own um and let and we said okay uh we always have time to do it this way but why

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 Why don't we ask for a publisher?

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 Because,

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 I mean,

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 for us,

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 the industry,

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 the video game industry,

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 it was working in a good way with a publisher,

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 with someone that could help you on the release of the game.

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 It was our first game and

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 I think that it was a good decision to maximize the opportunities of our face.

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And why did you choose mobile?

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 rather than PC or other...

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Yeah,

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 by this time,

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 our first project was on mobile.

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Okay.

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So it was good,

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 and for a team of two,

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 we thought that mobile game,

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 it was an endless runner,

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 an arcade game,

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 and we thought that it was the best platform.

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 to us to see if we can get the trust from publisher and from people playing the game.

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 Something I experienced that we are creating and it was good.

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 I mean it was the platform that for us could reach more players at least to say hey we make games we are here and that's why we decided to do it.

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Okay would you say that

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 Because nowadays what you do with us is mostly code-ev and porting,

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 optimization,

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 stuff like that.

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 Would you say that making your first game on a system that has a plurality of platforms,

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 of hardware,

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 shaped you into having always optimization in mind and figuring out that this needs to run on absolutely everything,

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 that kind of set your trajectory?

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Yeah,

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 sure,

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 totally.

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 We were mad at optimization for a long time and it is because of mobile.

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 I mean you need to give support to many devices with different specs.

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 Especially Android.

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 Yes,

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 especially Android.

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 So it was a mess.

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 But yeah,

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 it's true.

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 Let's say that it configured our way to see video games.

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 To start thinking about optimization,

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 maybe it's not the natural way.

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 You are going to make a video game,

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 you want to make an experience,

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 let's wait for the optimization.

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 But in our DNA,

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 I came from a simulator.

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 I mean,

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 in my former job,

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 I was working,

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 creating simulators,

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 and the optimization was something very square in the production.

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 You need to do it since the very beginning.

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 It also helped me to have a production standard.

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 Let's say to have everything measured,

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 the size of the texture,

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 the pixel ratio,

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 the polygonic budget.

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 A lot of these kind of things that we put also into the mobile video game development and that is in our

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 DNA. also

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 I have to say that Juan Lu,

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 the developer,

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 he always had in mind some kind of,

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 I have to say,

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 and I'm really happy to say that,

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 because he had in mind some kind of high standard in terms of performance for video games.

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 And it was like,

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 no,

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 if we can push a little bit more,

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 we are going to do it.

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 Let's try to see where the trade-off is in order to keep...

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 the quality as much as possible,

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 but also to reach...

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 I'm speaking about 2011,

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 2012,

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 and we were thinking about putting our game 60 frames per second in the mid-range

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 Android, iOS devices,

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 and we needed to achieve it.

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 And yeah,

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 we were mad at optimization.

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 And

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 I think that this is

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 Something that helped us on the porting side and to understand that video game development when you are thinking about different platforms you

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 need to take into account that there are some restrictions,

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 some limitations,

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 you need to think about it and you need to see how you can offer the player the best experience and performance is part of the

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 of a good experience.

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 So that's why we...

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 try to do our best on this side.

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And how did you move from self-publishing your own games to port optimization etc?

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 Did you meet some companies?

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 Did you see some opportunities?

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Yeah,

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 we were making after the release of our game,

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 of our first game Abbey Escape,

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 we did it with another French company,

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 with a French publisher,

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 Bulkypix.

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 And we started to work with them and it helped a lot on our side.

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You pitched them?

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 You pitched...

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 Yeah,

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well it was totally crazy because we didn't have the idea to go out with the publisher.

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 We sent some mails.

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 It was

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 12 in the afternoon when I sent all the mails.

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 At the 5 of the same day,

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 I already had a pre-contract with...

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 Wow.

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He used to be faster.

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Because they called me like,

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 OK,

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 I have some ideas for your game.

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 We were searching for some kind of production like that.

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 I want to offer you a co-production because we think that we can offer a good idea to make a better game or a better product.

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Just to be clear,

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 it's not happening anymore.

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Yeah.

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That's for sure.

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Now in 2025,

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 for sure.

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 That is long gone.

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 Maybe for the people who listen or are watching this and who are unaware of the very specific state of mobile,

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 both from a business perspective but also from a technical perspective,

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 it's a very competitive market with a lot of free-to-play,

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 but from the technical perspective,

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 and I think this is also important for you,

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 right?

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 it's that

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 It has the worst side of the console and the worst side of the PC.

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 So console,

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 you have to have a lesser hardware in mind,

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 but there's just one.

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 And PC,

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 you have a more powerful hardware,

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 but there's so many of them that you don't know how they interact.

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 So that's literally how you started.

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 You pitched that,

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 you got your publishing deal,

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 went all right.

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 When did you thought in your mind,

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 we can translate that to something else than mobile?

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 We can...

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 We can translate,

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 like take that experience and apply it to porting on console.

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 What was the trajectory for that?

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Well,

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 it came very late,

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 I have to say,

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 in the story of Pixel Ratio.

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 We started to make video games for big brand companies.

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 And it was most of them for mobile.

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 Okay,

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 so yeah,

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 our style of making games was good for this kind of cartoon brands.

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 And we started to make projects with them.

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 It was in...

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 2017,

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 sorry,

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 it was in 2017 when we started to work on PC and in virtual reality.

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 Again,

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 more optimization because...

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Virtual reality shows the hard work.

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Yeah,

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 so again,

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 and we started to create our own technology,

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 we worked hard on that.

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 Yeah,

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 I think that we did a lot of things that in the market was not ready.

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 So we decided to get to

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 put it on standby and at this moment we started to open a new way of making games trying to translate board games to pc video games and then is when we started to talk to our plugin digital or through playing digital and

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 we we started to to to work on on pc uh this was our first first experience i mean

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 We had the experience of the online with the virtual reality.

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 We have the experience on making games from the start to the end.

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 And now we have a new platform with the opportunity to make something a little bit bigger,

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 I have to say.

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 And yeah,

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 and this was the first step,

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 I guess,

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 because we started to make this kind of strategy game or board game translated into video game.

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 experience and we started to be more in communication with Plugin Digital until 2020 or I think it was 2021.

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 2021.

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 We made our first port on

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 Nintendo Switch.

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 It was

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 Machinika Museum.

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 This was our first port with Plugin Digital.

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 Yeah and it was

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 great.

267
00:14:58.117 --> 00:14:58.358
 I mean,

268
00:14:58.478 --> 00:15:05.049
 we had the opportunity to work on console that we tried in the past,

269
00:15:05.111 --> 00:15:07.154
 but the opportunity was not,

270
00:15:07.756 --> 00:15:08.014
 I mean,

271
00:15:08.756 --> 00:15:09.561
 we couldn't do it.

272
00:15:10.178 --> 00:15:10.397
 But

273
00:15:11.167 --> 00:15:11.567
 We had

274
00:15:12.769 --> 00:15:13.750
 Machinica Museum,

275
00:15:14.049 --> 00:15:18.252
 which is a very great project to explore different ways to play.

276
00:15:19.432 --> 00:15:23.861
 And this is how we took the port inside.

277
00:15:24.400 --> 00:15:24.580
 Okay,

278
00:15:24.658 --> 00:15:26.658
 we can make a game for Nintendo Switch,

279
00:15:27.268 --> 00:15:28.377
 but we are not,

280
00:15:28.627 --> 00:15:28.861
 I mean,

281
00:15:29.049 --> 00:15:29.752
 for Nintendo Switch,

282
00:15:29.799 --> 00:15:30.752
 we are not making games.

283
00:15:30.861 --> 00:15:32.330
 We are going to make the

284
00:15:33.002 --> 00:15:35.955
 Machinica Museum experience on Nintendo Switch.

285
00:15:36.158 --> 00:15:37.768
And it was interesting to work on

286
00:15:38.111 --> 00:15:38.721
 Switch because

287
00:15:38.887 --> 00:15:54.979
 optimization is a key point on switch like on mobile so it was a perfect platform to to move on console stuff i think it was also right around the turning point because i remember that was right around the turning point where switch

288
00:15:55.151 --> 00:16:08.073
started to be less powerful than the iphones that were released and roughly the same screen size so it was a funny thing to do again for people watching machine museum go check it out this is a 3d puzzle game

289
00:16:08.419 --> 00:16:11.363
 So while the challenge was there,

290
00:16:11.562 --> 00:16:16.226
 there wasn't anything too crazy about needing 100 FPS.

291
00:16:16.484 --> 00:16:18.507
 I think it was a pretty great project to start.

292
00:16:18.508 --> 00:16:19.492
 The game is pretty chill.

293
00:16:19.914 --> 00:16:20.632
 There's no action.

294
00:16:20.672 --> 00:16:22.297
 It's just like moving around,

295
00:16:22.351 --> 00:16:24.937
 figuring out how to solve a puzzle,

296
00:16:25.000 --> 00:16:27.359
 making alien technology work again.

297
00:16:27.765 --> 00:16:30.406
 So I think that when we talked about it for a long time,

298
00:16:30.703 --> 00:16:31.718
 the first time we met you,

299
00:16:32.609 --> 00:16:33.672
 it was during lockdown.

300
00:16:33.922 --> 00:16:35.609
 Yeah.

301
00:16:35.828 --> 00:16:37.375
 The first time you came to Mobile League,

302
00:16:37.376 --> 00:16:37.406
 we...

303
00:16:37.459 --> 00:16:54.837
 because we figured out you wanted to transition to that and we struggled a lot with what to give you as a test run and both switch and machinica were the perfect project also because yeah now it was all of a sudden more technical working on switch than he was working on iphone

304
00:16:55.102 --> 00:17:06.508
usually at that specific time yeah it was really good i mean we ended up with a good experience uh we took a lot of information about our porting development

305
00:17:06.959 --> 00:17:10.382
 and also regarding the Nintendo Switch device,

306
00:17:10.542 --> 00:17:14.687
 the opportunities that we can have in order to translate the experience of the video game.

307
00:17:15.448 --> 00:17:19.855
 So I think it was everything perfect to us.

308
00:17:20.612 --> 00:17:29.480
And what was the most important difficulties you found on Switch port compared to mobile port?

309
00:17:30.464 --> 00:17:31.667
 For you it's easier,

310
00:17:32.589 --> 00:17:33.558
 more difficult,

311
00:17:34.120 --> 00:17:35.714
 same kind of issue?

312
00:17:36.627 --> 00:17:36.767
Well,

313
00:17:37.828 --> 00:17:39.690
 we are still working on both.

314
00:17:40.272 --> 00:17:40.471
 Yeah,

315
00:17:40.472 --> 00:17:42.311
but from your point of view,

316
00:17:42.752 --> 00:17:44.936
 what is the most difficult?

317
00:17:45.412 --> 00:17:49.178
But now I would say that we need to...

318
00:17:50.280 --> 00:17:51.084
 There are two points

319
00:17:51.444 --> 00:17:52.022
 I have to say.

320
00:17:52.858 --> 00:17:53.326
 Firstly,

321
00:17:53.983 --> 00:17:55.920
 when you are doing something in console,

322
00:17:56.389 --> 00:17:59.748
 you need to meet the guidelines and everything like that.

323
00:17:59.826 --> 00:18:01.014
 So yeah,

324
00:18:01.248 --> 00:18:02.826
 you need to be very careful.

325
00:18:02.873 --> 00:18:04.420
And for people who don't know about...

326
00:18:04.543 --> 00:18:19.534
 this there's a list of requirement that each platform has that can range from how you call the buttons to how the save works so there's whenever it's not as easy to push a game on console as it is to to

327
00:18:19.597 --> 00:18:32.316
 push it on on pc so that's a huge part of your job is not just making it run it's making it run according to the way they want it to run exactly trc trc

328
00:18:32.863 --> 00:18:34.204
So we deal with that.

329
00:18:34.264 --> 00:18:35.385
 This is one of the plans.

330
00:18:36.067 --> 00:18:36.407
 Secondly,

331
00:18:37.149 --> 00:18:38.270
 it's about performance.

332
00:18:39.508 --> 00:18:40.090
 That's for sure,

333
00:18:40.371 --> 00:18:40.989
 no matter the game.

334
00:18:41.192 --> 00:18:43.856
Do you still think that for consoles that aren't...

335
00:18:43.871 --> 00:18:47.614
 Because we can tell you're not only working on Switch anymore,

336
00:18:47.637 --> 00:18:50.473
 you work on PlayStation and Xbox and you're doing the full...

337
00:18:50.973 --> 00:18:52.848
 And you do all the development for us.

338
00:18:55.989 --> 00:19:00.004
 Would you also say that it's still a performance problem on PS5?

339
00:19:00.771 --> 00:19:03.691
 an Xbox Series or is it just a different approach to it?

340
00:19:04.591 --> 00:19:05.492
Well yeah,

341
00:19:07.351 --> 00:19:09.355
 we used to separate both of them.

342
00:19:09.636 --> 00:19:12.777
 I mean we have on one side

343
00:19:13.332 --> 00:19:17.800
 PlayStation 5 and Xbox and another side we have

344
00:19:18.660 --> 00:19:22.222
 Nintendo Switch and depending on the project Xbox

345
00:19:22.582 --> 00:19:23.191
 Series

346
00:19:26.394 --> 00:19:26.957
S. 70%

347
00:19:27.394 --> 00:19:29.472
of the problems.

348
00:19:30.039 --> 00:19:34.943
 So we tried to approach these two groups differently.

349
00:19:35.744 --> 00:19:40.689
 And when we work with the studios and we enter in the project,

350
00:19:41.572 --> 00:19:42.212
 even the plan,

351
00:19:42.252 --> 00:19:43.134
 when we create the plan,

352
00:19:44.314 --> 00:19:50.142
 we try always to put special focus on

353
00:19:50.564 --> 00:19:54.377
 Nintendo Switch and Xbox Series S because of the optimization.

354
00:19:54.642 --> 00:19:55.298
 It's true that

355
00:19:56.080 --> 00:19:57.330
 PlayStation 5 and Xbox

356
00:19:58.361 --> 00:19:58.986
 Series X

357
00:19:59.624 --> 00:20:00.651
 They have their own

358
00:20:02.660 --> 00:20:12.749
problems let's say i mean they are powerful that's for sure and that's actually the pc yeah i mean you didn't use i mean i don't know if you worked on like playstation 3 and playstation 4.

359
00:20:12.968 --> 00:20:30.374
 no i did i remember that it was it was the art the architecture was crazy it was it wasn't built like computer so you needed to rethink the way you you programmed everything but ps5 xbox now it's literally a pc yeah it's very close it's very close that's true i mean the

360
00:20:30.390 --> 00:20:31.203
good part of it is

361
00:20:31.864 --> 00:20:34.326
 you have a standard and yeah,

362
00:20:34.327 --> 00:20:34.546
 I mean,

363
00:20:35.068 --> 00:20:37.669
 it's not as wild as mobile or PC.

364
00:20:37.670 --> 00:20:38.849
 Easier to test.

365
00:20:39.251 --> 00:20:39.490
 Yeah,

366
00:20:39.491 --> 00:20:40.271
 easier to test,

367
00:20:40.537 --> 00:20:41.177
 that's for sure.

368
00:20:42.857 --> 00:20:43.099
 But yeah,

369
00:20:43.115 --> 00:20:43.372
 I mean,

370
00:20:44.474 --> 00:20:46.599
 each group we treat it differently,

371
00:20:47.943 --> 00:20:48.458
 that's for sure.

372
00:20:48.943 --> 00:20:56.693
And maybe a lot of people either didn't know about porting or maybe it's like this black...

373
00:20:57.232 --> 00:21:01.695
 magical books or they think you have like a conversion button on Unity or whatnot.

374
00:21:03.515 --> 00:21:03.933
 What is it?

375
00:21:03.934 --> 00:21:04.355
 What do you do?

376
00:21:04.394 --> 00:21:05.816
 I suppose now you have a pipeline,

377
00:21:05.831 --> 00:21:08.597
 you've done enough so that you're okay this is what we're going to do.

378
00:21:09.253 --> 00:21:10.011
 How does that work?

379
00:21:10.316 --> 00:21:10.613
 Do you...

380
00:21:11.535 --> 00:21:14.613
 How do you take a PC game and put it...

381
00:21:14.675 --> 00:21:15.941
 make it work on something else?

382
00:21:16.456 --> 00:21:18.722
Well I guess it depends on the engine as well.

383
00:21:18.941 --> 00:21:19.441
On the engine,

384
00:21:19.456 --> 00:21:19.972
 absolutely.

385
00:21:20.535 --> 00:21:25.925
Yeah for sure because during this time we have been doing ports from unity

386
00:21:26.532 --> 00:21:27.053
 Unreal,

387
00:21:27.333 --> 00:21:28.294
GameMaker,

388
00:21:29.014 --> 00:21:29.394
and

389
00:21:30.355 --> 00:21:30.795
 I don't know,

390
00:21:30.857 --> 00:21:36.803
 but I think that soon we will see our first Go.projects.

391
00:21:36.818 --> 00:21:37.279
 I don't know,

392
00:21:38.240 --> 00:21:40.303
 but the trend is there.

393
00:21:41.084 --> 00:21:41.303
I mean,

394
00:21:41.490 --> 00:21:42.850
 what would be like the first thing you do?

395
00:21:43.584 --> 00:21:44.287
 I know the answer,

396
00:21:44.288 --> 00:21:45.068
 but for the people who...

397
00:21:45.271 --> 00:21:45.443
 Yeah,

398
00:21:45.506 --> 00:21:45.850
 yeah,

399
00:21:45.912 --> 00:21:46.115
yeah,

400
00:21:46.116 --> 00:21:47.131
 for the people too.

401
00:21:47.271 --> 00:21:48.131
What's the first thing you do?

402
00:21:48.132 --> 00:21:48.834
 You get a project,

403
00:21:48.835 --> 00:21:49.537
 you send it to you,

404
00:21:49.538 --> 00:21:50.271
 you check the code?

405
00:21:50.803 --> 00:21:50.975
Yeah.

406
00:21:51.256 --> 00:21:51.584
Then what?

407
00:21:52.037 --> 00:21:52.225
Yeah,

408
00:21:52.521 --> 00:21:53.037
 I mean,

409
00:21:53.678 --> 00:21:55.787
 when we check the code,

410
00:21:57.037 --> 00:22:08.369
 The first thing that we used to do is to check our background and past projects to see something that we can identify as a potential risk.

411
00:22:08.806 --> 00:22:10.447
 I mean when we evaluate the project,

412
00:22:10.674 --> 00:22:11.431
 each project is,

413
00:22:11.713 --> 00:22:12.377
 I have to say,

414
00:22:12.705 --> 00:22:16.033
 in the core very different to each other and that's fine.

415
00:22:17.642 --> 00:22:25.564
 But at the end sometimes we think that of course PC ratio is a big company but also more and more a knowledge company.

416
00:22:25.740 --> 00:22:32.426
 meaning like when we review a project we can forecast or see previous problems,

417
00:22:33.125 --> 00:22:33.567
 risks,

418
00:22:33.985 --> 00:22:37.610
 struggles and this is the first that we identify.

419
00:22:38.211 --> 00:22:43.805
 Also we start the evaluation on many ways.

420
00:22:44.336 --> 00:22:45.414
 On the code side,

421
00:22:47.258 --> 00:22:52.821
 seeing how far we are from meeting the TRC,

422
00:22:53.008 --> 00:22:54.227
 the guidelines that we are talking,

423
00:22:54.228 --> 00:22:55.008
 I mean what

424
00:22:56.217 --> 00:22:56.698
 what Sony,

425
00:22:56.737 --> 00:23:00.241
 Microsoft or Nintendo expect to have on their system.

426
00:23:02.221 --> 00:23:10.534
 And also we can review how the performance is in our first internal build.

427
00:23:10.768 --> 00:23:11.557
 This is what we do.

428
00:23:11.792 --> 00:23:12.010
 I mean,

429
00:23:12.120 --> 00:23:12.714
 we never,

430
00:23:13.151 --> 00:23:20.260
 we try to never close an evaluation of the project without a build running on the system.

431
00:23:20.667 --> 00:23:21.870
 And this is something that we need to do.

432
00:23:21.885 --> 00:23:22.120
 I mean,

433
00:23:22.167 --> 00:23:24.745
 this is a must on pixel ratio because

434
00:23:24.836 --> 00:23:26.918
 it's going to tell you how far you are.

435
00:23:27.039 --> 00:23:27.259
 I mean,

436
00:23:27.260 --> 00:23:30.802
 no matter if the first version is not going to work properly,

437
00:23:32.142 --> 00:23:41.892
 it needs to work because it's going to give you all the profile details that you need in order to set up a document that we do.

438
00:23:41.908 --> 00:23:43.502
You don't need a gold version,

439
00:23:43.611 --> 00:23:48.502
 but you need something very well advanced to be sure to cover everything.

440
00:23:48.845 --> 00:23:48.986
Yeah,

441
00:23:49.799 --> 00:23:51.267
at least better.

442
00:23:54.356 --> 00:24:09.779
 for the people who are watching the way it works is we we have what we call test kits of deck dev kits which are stripped down versions of the hardware of the consoles that we can run basically whatever we want on it now i suppose in the engine you can

443
00:24:09.998 --> 00:24:23.506
 choose the platforms you want to build for us you will build for that you'll test it and that will tell you right away if you're having proper fps if it boots that or or or if it doesn't so the one of the first thing you'll do is just like

444
00:24:23.920 --> 00:24:24.361
 build it,

445
00:24:24.721 --> 00:24:25.562
 check if it works,

446
00:24:26.023 --> 00:24:27.363
 see how it runs,

447
00:24:27.484 --> 00:24:31.207
 and then there's all the technical part of fixing the code,

448
00:24:31.609 --> 00:24:32.750
 toning down the assets,

449
00:24:32.789 --> 00:24:33.367
 I suppose,

450
00:24:33.390 --> 00:24:35.234
 if everything is like 4K and...

451
00:24:35.429 --> 00:24:36.093
 Yeah,

452
00:24:36.375 --> 00:24:36.554
yeah,

453
00:24:36.875 --> 00:24:37.672
 yeah.

454
00:24:38.437 --> 00:24:39.093
 We create,

455
00:24:40.054 --> 00:24:41.570
 we make a profile.

456
00:24:41.617 --> 00:24:46.976
 Profiling a video game is like some kind of technical check about how it's going,

457
00:24:47.148 --> 00:24:50.742
 how it's performing in every different console or device,

458
00:24:50.773 --> 00:24:51.086
 I mean,

459
00:24:51.148 --> 00:24:52.133
 on mobile or something.

460
00:24:52.445 --> 00:24:52.570
 So

461
00:24:53.253 --> 00:24:56.841
 This is our first step and then we create the plan and go ahead.

462
00:24:58.085 --> 00:24:58.827
 I have to say that

463
00:24:59.578 --> 00:25:01.539
 This is the first thing,

464
00:25:01.918 --> 00:25:10.521
 but one of the most important is about communication and communication with the developers.

465
00:25:10.920 --> 00:25:11.943
 And this is a key part.

466
00:25:12.037 --> 00:25:12.162
 And

467
00:25:13.084 --> 00:25:18.482
 I have to say that I strongly believe that this is a key value from

468
00:25:19.482 --> 00:25:21.498
 Plugin Digital and from what we're doing.

469
00:25:21.842 --> 00:25:24.186
 Because when we start a port,

470
00:25:24.404 --> 00:25:26.123
 even in the evaluation sometimes,

471
00:25:26.311 --> 00:25:27.826
 we have some questions.

472
00:25:28.046 --> 00:25:28.226
 I mean,

473
00:25:28.227 --> 00:25:29.468
 the developers know the game by heart.

474
00:25:30.448 --> 00:25:32.191
 We don't at this point.

475
00:25:32.589 --> 00:25:36.296
 So what we want is to have a good communication,

476
00:25:36.351 --> 00:25:37.312
 just to tell them,

477
00:25:37.734 --> 00:25:37.874
 look,

478
00:25:39.077 --> 00:25:40.741
 we are going to face some struggles,

479
00:25:40.796 --> 00:25:41.640
 some difficulties.

480
00:25:43.077 --> 00:25:50.734
 We want you to focus on keep creating this awesome video game that you are doing if it's under development.

481
00:25:51.702 --> 00:25:52.452
 If it's finished,

482
00:25:52.484 --> 00:25:54.312
 it's something different,

483
00:25:54.390 --> 00:25:57.015
 because we know that at least we can exchange.

484
00:25:57.654 --> 00:26:00.557
 with them what we think the port will be,

485
00:26:01.780 --> 00:26:06.221
 where is going to be this trade between quality and performance,

486
00:26:06.526 --> 00:26:12.932
 if there is something technical that we don't know and they can share with us.

487
00:26:12.933 --> 00:26:15.417
 So I think that in the second step,

488
00:26:15.667 --> 00:26:17.370
 communication is the key.

489
00:26:18.167 --> 00:26:19.698
And as well,

490
00:26:19.729 --> 00:26:22.557
 we have to be sure it's manageable because sometimes,

491
00:26:22.792 --> 00:26:23.417
 Unfortunately,

492
00:26:23.807 --> 00:26:25.807
 not on PS5 and Xbox for sure,

493
00:26:25.838 --> 00:26:25.995
 but...

494
00:26:26.694 --> 00:26:37.384
 Sometimes it's not possible to move on switch port or mobile port because of performance or maybe because of codes or stuff like that.

495
00:26:37.447 --> 00:26:41.587
 So before to invest money in part,

496
00:26:41.712 --> 00:26:45.431
 we have to be sure it's manageable and the final game will be good enough.

497
00:26:45.775 --> 00:26:46.415
Yeah,

498
00:26:46.416 --> 00:26:48.181
 it's part of our evaluation.

499
00:26:48.462 --> 00:26:48.681
 Yeah.

500
00:26:48.682 --> 00:26:52.681
 I mean to get a proper and realistic scope.

501
00:26:53.040 --> 00:26:53.165
Yeah,

502
00:26:53.462 --> 00:26:54.540
exactly.

503
00:26:54.541 --> 00:26:55.868
 I think this is the key.

504
00:26:55.869 --> 00:26:56.197
 I mean...

505
00:26:56.698 --> 00:27:13.634
you know you have and we have to evaluate the cost because if it's too costly maybe it doesn't make sense to move on of course in terms of our job as a publisher to to to to make this kind of decision and and you know there's there's so many things that that

506
00:27:14.337 --> 00:27:22.899
that ought to be taken into consideration as well you know it's always okay but do you want to go for example physical then the size of the the build which does not matter,

507
00:27:24.149 --> 00:27:25.165
 is there multiplayer,

508
00:27:25.524 --> 00:27:26.102
 is there...

509
00:27:26.458 --> 00:27:27.519
 continued updates,

510
00:27:27.520 --> 00:27:29.101
 in which case you have to be on the retainer.

511
00:27:29.401 --> 00:27:31.042
 Porting to console is huge.

512
00:27:31.202 --> 00:27:31.343
 Now,

513
00:27:31.823 --> 00:27:33.065
 funny thing though,

514
00:27:33.226 --> 00:27:34.026
 we can tell it now,

515
00:27:34.987 --> 00:27:36.526
 we've acquired your company,

516
00:27:36.769 --> 00:27:39.534
 we're in the same boat now,

517
00:27:39.675 --> 00:27:40.151
 officially.

518
00:27:40.815 --> 00:27:45.034
 And we did that specifically at a time where we felt,

519
00:27:45.534 --> 00:27:48.612
 and Frans is here more than anyone else because he's the boss,

520
00:27:48.659 --> 00:27:54.222
 but we collectively felt that the indie market was shifting towards console.

521
00:27:55.598 --> 00:27:56.119
 with Switch,

522
00:27:57.100 --> 00:27:58.941
 but the other consoles kind of followed through,

523
00:27:59.061 --> 00:27:59.281
 right?

524
00:27:59.701 --> 00:28:00.865
 So nowadays,

525
00:28:01.342 --> 00:28:07.912
 it's getting harder and harder to think about releasing an indie game without going on console.

526
00:28:08.529 --> 00:28:08.693
 Now,

527
00:28:08.811 --> 00:28:12.873
 as someone whose bread and butter is to make console games,

528
00:28:13.670 --> 00:28:16.342
 how have you seen the market evolve?

529
00:28:16.514 --> 00:28:17.326
 Like from,

530
00:28:17.686 --> 00:28:17.795
 no,

531
00:28:17.920 --> 00:28:18.873
 if you want to make an indie game,

532
00:28:18.874 --> 00:28:19.295
 go PC,

533
00:28:19.607 --> 00:28:20.404
 maybe mobile,

534
00:28:20.529 --> 00:28:22.889
 to console is not an option,

535
00:28:23.170 --> 00:28:24.170
 it's not optional anymore,

536
00:28:24.171 --> 00:28:25.045
 we have to make it.

537
00:28:25.418 --> 00:28:43.811
the dgc thing slowly shifts yeah yeah yeah and i think um that this is great i mean um when when we think about release a video game on on console i think it's going to be a huge

538
00:28:44.124 --> 00:28:54.405
 workload on on the shoulders of a indie developer studio uh or solo dev that could happen so i think

539
00:28:56.319 --> 00:29:11.202
 I'm very happy to see that because at the end to put an indie game in a console it's something for us great because it's like,

540
00:29:11.374 --> 00:29:11.670
 okay,

541
00:29:12.452 --> 00:29:16.202
 I want to raise my voice and say,

542
00:29:16.420 --> 00:29:16.655
 hey,

543
00:29:17.467 --> 00:29:21.530
 I have another vision of video games and yeah,

544
00:29:21.561 --> 00:29:23.499
 I know that I need to play with the big dogs.

545
00:29:23.764 --> 00:29:24.202
 It's true.

546
00:29:24.774 --> 00:29:31.650
 okay but i want to be there i want the people enjoy this video game in all platforms and we

547
00:29:32.666 --> 00:29:35.667
We are really proud to be part of it.

548
00:29:35.927 --> 00:29:43.911
 So I'm really happy that this shift from indie developers to the console is growing.

549
00:29:44.247 --> 00:29:52.935
 It's now becoming the standard and this is something that we are really happy to be part of it.

550
00:29:54.028 --> 00:29:54.185
 It's,

551
00:29:54.388 --> 00:29:54.903
 as I said,

552
00:29:55.028 --> 00:29:55.794
 some kind of...

553
00:29:59.107 --> 00:30:01.450
 I don't know the word in English,

554
00:30:01.497 --> 00:30:01.607
 but...

555
00:30:01.774 --> 00:30:02.755
 Yeah,

556
00:30:02.756 --> 00:30:02.895
 I mean,

557
00:30:02.896 --> 00:30:03.595
 it's a statement.

558
00:30:03.596 --> 00:30:03.755
 It's like...

559
00:30:03.756 --> 00:30:03.836
 Yeah,

560
00:30:03.837 --> 00:30:04.396
it's a big statement.

561
00:30:04.418 --> 00:30:08.199
 I think it's very important for developers to have a game on console,

562
00:30:08.461 --> 00:30:09.882
 especially on physical version.

563
00:30:10.062 --> 00:30:13.125
 And as well for financial reasons,

564
00:30:14.046 --> 00:30:15.265
 market is very difficult,

565
00:30:15.484 --> 00:30:16.171
 very crowded.

566
00:30:16.546 --> 00:30:16.671
 So,

567
00:30:16.726 --> 00:30:18.515
 the more platforms you address,

568
00:30:18.531 --> 00:30:20.109
 the more luck you have to make money.

569
00:30:20.453 --> 00:30:20.578
 So,

570
00:30:21.265 --> 00:30:27.437
 that's a way to aim more customers and to make more money.

571
00:30:28.093 --> 00:30:28.218
 So,

572
00:30:29.703 --> 00:30:30.640
 it totally makes sense,

573
00:30:30.781 --> 00:30:31.328
 I think now.

574
00:30:31.846 --> 00:30:33.428
 to move on several platforms.

575
00:30:33.589 --> 00:30:35.852
And first parties,

576
00:30:36.352 --> 00:30:37.352
 when we say first parties,

577
00:30:37.372 --> 00:30:40.454
 we're talking about like in Microsoft and Nintendo and so on.

578
00:30:40.798 --> 00:30:45.743
 They've also understood the value of indie games.

579
00:30:45.938 --> 00:30:46.923
 They didn't used to,

580
00:30:47.141 --> 00:30:47.946
 now they get it.

581
00:30:48.415 --> 00:30:50.165
 So you get more player.

582
00:30:50.821 --> 00:30:52.634
 I think a lot of console players,

583
00:30:52.680 --> 00:30:54.274
 especially the most powerful ones,

584
00:30:54.946 --> 00:30:55.212
 you know,

585
00:30:55.665 --> 00:30:56.196
 people you see,

586
00:30:56.243 --> 00:30:58.727
 you don't buy a PlayStation 5 to play it.

587
00:30:58.926 --> 00:31:00.408
 an indie 2D pixel art game,

588
00:31:00.427 --> 00:31:01.788
 I think that has changed.

589
00:31:02.689 --> 00:31:09.978
 Those players are more curious as a result of all those first parties wanting to push indie games further.

590
00:31:10.119 --> 00:31:11.658
 So you also,

591
00:31:12.056 --> 00:31:15.040
 because Steam is so crowded and so everything is algorithmic,

592
00:31:15.056 --> 00:31:16.884
 you cannot talk to someone to save your life,

593
00:31:18.244 --> 00:31:21.790
 you usually also end up getting more support from the first parties,

594
00:31:21.962 --> 00:31:22.994
 either financially,

595
00:31:23.447 --> 00:31:24.775
 but also marketing.

596
00:31:24.947 --> 00:31:27.228
 And so it's pretty cool.

597
00:31:27.950 --> 00:31:29.712
 That is something I want to ask you because

598
00:31:30.392 --> 00:31:32.195
 I started my personal career on

599
00:31:32.617 --> 00:31:33.535
 AAA and on console.

600
00:31:33.675 --> 00:31:34.956
 But you didn't.

601
00:31:36.460 --> 00:31:37.523
 We're roughly the same age.

602
00:31:38.382 --> 00:31:39.859
 So you must have played like

603
00:31:40.663 --> 00:31:41.140
 Super Nintendo,

604
00:31:41.141 --> 00:31:42.663
 Nintendo 64,

605
00:31:42.703 --> 00:31:43.687
 PlayStation growing up.

606
00:31:44.312 --> 00:31:49.328
 Does it get old to see one of your gamer game you participated?

607
00:31:49.666 --> 00:31:50.768
 be released on PlayStation,

608
00:31:50.807 --> 00:31:53.049
 like firing up the PlayStation,

609
00:31:53.350 --> 00:31:56.711
 the same basic system that you played 25 or 30 years ago,

610
00:31:57.074 --> 00:31:57.492
 and be like,

611
00:31:57.594 --> 00:31:58.055
 damn,

612
00:31:58.117 --> 00:31:58.695
 I did that.

613
00:31:58.914 --> 00:32:01.461
 Does it get hold or is it still like magical?

614
00:32:01.719 --> 00:32:01.836
No,

615
00:32:01.914 --> 00:32:02.039
 no,

616
00:32:02.040 --> 00:32:02.156
 no,

617
00:32:02.219 --> 00:32:02.336
 no.

618
00:32:02.516 --> 00:32:04.383
 It's still magical at all.

619
00:32:04.781 --> 00:32:05.063
 I mean,

620
00:32:05.141 --> 00:32:19.289
 this is when it changed everything in Pixel Ratio when we figured out that we are making people happy to enjoy a video game in its favorite console.

621
00:32:19.682 --> 00:32:20.643
 And also for us,

622
00:32:21.024 --> 00:32:21.544
 it's like,

623
00:32:21.883 --> 00:32:22.044
 well,

624
00:32:22.045 --> 00:32:22.405
 as you say,

625
00:32:22.504 --> 00:32:22.706
 well,

626
00:32:22.866 --> 00:32:23.206
 I mean,

627
00:32:23.848 --> 00:32:26.188
 this is something very important to us.

628
00:32:26.567 --> 00:32:26.911
 It's like,

629
00:32:26.930 --> 00:32:27.051
 OK,

630
00:32:28.153 --> 00:32:28.895
 it's also a good,

631
00:32:29.294 --> 00:32:36.333
 a big responsibility on our side because we are translating this great game,

632
00:32:38.442 --> 00:32:40.098
 even if it's from a small studio,

633
00:32:40.379 --> 00:32:48.426
 this great game to a wider audience that is going to play in their favorite device or console or whatever.

634
00:32:48.946 --> 00:32:49.927
 And yeah,

635
00:32:50.628 --> 00:32:52.208
 this is really when you,

636
00:32:53.029 --> 00:32:53.630
 like you said,

637
00:32:53.650 --> 00:32:56.673
 when you start your PlayStation,

638
00:32:56.814 --> 00:32:57.517
 Nintendo Switch,

639
00:32:57.572 --> 00:33:00.822
 and you see the game you have been working on and say,

640
00:33:00.861 --> 00:33:00.978
 OK,

641
00:33:01.579 --> 00:33:02.861
 I've been working here.

642
00:33:03.697 --> 00:33:05.306
 I've been working on that and I'm really,

643
00:33:05.759 --> 00:33:09.040
 really happy that all the people could enjoy this great experience.

644
00:33:09.384 --> 00:33:10.087
 And yeah,

645
00:33:10.134 --> 00:33:10.353
 I mean,

646
00:33:10.994 --> 00:33:12.009
 it's still magic to us.

647
00:33:12.228 --> 00:33:13.212
 And I don't want to lose it.

648
00:33:13.775 --> 00:33:14.978
 I think that this is cool.

649
00:33:15.970 --> 00:33:16.591
Makes sense.

650
00:33:16.592 --> 00:33:20.956
 I think console manufacturers are keen to continue to push.

651
00:33:21.636 --> 00:33:22.136
 Indeed,

652
00:33:22.137 --> 00:33:28.663
 they all have in this program to push original content on platforms,

653
00:33:28.664 --> 00:33:29.765
 most of them at least.

654
00:33:32.265 --> 00:33:32.640
 And now,

655
00:33:32.687 --> 00:33:32.968
 you know,

656
00:33:33.390 --> 00:33:34.015
 20 years ago,

657
00:33:34.203 --> 00:33:37.656
 console was for one guy in the family,

658
00:33:38.609 --> 00:33:39.640
 young adult,

659
00:33:39.953 --> 00:33:41.296
 a man most of the time.

660
00:33:42.218 --> 00:33:42.499
 Now,

661
00:33:42.640 --> 00:33:44.015
 a console is for the family.

662
00:33:44.343 --> 00:33:44.640
Yeah.

663
00:33:44.641 --> 00:33:44.812
Okay.

664
00:33:45.046 --> 00:33:52.173
 So it means the father wants to play two different games than the daughter or the son,

665
00:33:52.294 --> 00:33:52.411
 etc.

666
00:33:52.814 --> 00:33:56.435
 So it makes sense to have different games for different kinds of audiences.

667
00:33:56.653 --> 00:33:57.239
 20 years ago,

668
00:33:58.482 --> 00:34:00.700
 it was quite a unique audience.

669
00:34:00.701 --> 00:34:01.919
 AAA audience,

670
00:34:01.997 --> 00:34:02.544
 big games,

671
00:34:02.591 --> 00:34:02.700
 etc.

672
00:34:02.997 --> 00:34:04.388
 So it changed everything.

673
00:34:05.544 --> 00:34:06.185
Absolutely.

674
00:34:07.294 --> 00:34:08.403
 One thing I wanted to touch on,

675
00:34:08.435 --> 00:34:10.310
 because we've talked a lot about consoles,

676
00:34:10.357 --> 00:34:11.169
 how it is important,

677
00:34:11.216 --> 00:34:12.700
 please release your game on consoles.

678
00:34:13.218 --> 00:34:16.378
 how it's important to have console and so on.

679
00:34:16.379 --> 00:34:19.501
 I don't want to narrow down what you do with us,

680
00:34:20.318 --> 00:34:22.099
 just consoles.

681
00:34:22.138 --> 00:34:23.958
 You also do codev,

682
00:34:24.224 --> 00:34:26.044
 you help us optimize games,

683
00:34:26.458 --> 00:34:31.169
 you help us basically for a little while you kind of like punched above your weight,

684
00:34:31.529 --> 00:34:33.169
 you kept on challenging yourselves,

685
00:34:33.247 --> 00:34:36.076
 you've done some tools for us.

686
00:34:36.560 --> 00:34:40.060
 I'm thinking about releasing all these artworks on Switch and so on.

687
00:34:43.813 --> 00:34:49.880
 Now that you're part of a group and we throw all these things at you and all this new possible work,

688
00:34:50.442 --> 00:34:51.700
 how do you see the trajectory?

689
00:34:51.723 --> 00:34:52.380
 Is it like,

690
00:34:52.419 --> 00:34:52.622
 okay,

691
00:34:53.098 --> 00:34:54.286
 we've done mobile games,

692
00:34:54.466 --> 00:34:55.388
 now we did ports,

693
00:34:55.505 --> 00:34:56.747
 now we're doing co-development.

694
00:34:57.286 --> 00:34:59.942
 Is the trajectory for you be like,

695
00:34:59.989 --> 00:35:00.208
 okay,

696
00:35:00.333 --> 00:35:10.161
 next we're going to do our own game or we want to do more co-dev or what pushes you forward at this writing moment yeah well right now

697
00:35:11.339 --> 00:35:12.759
Every time that we enter in a port,

698
00:35:13.139 --> 00:35:17.160
 we try to treat it as our own game,

699
00:35:17.422 --> 00:35:17.739
 always.

700
00:35:18.340 --> 00:35:18.942
 Meaning like,

701
00:35:20.719 --> 00:35:24.641
 we need to treat it with a lot of respect,

702
00:35:25.821 --> 00:35:27.641
 because of the people that is working,

703
00:35:28.063 --> 00:35:29.578
 the original developer,

704
00:35:29.579 --> 00:35:29.844
 I mean,

705
00:35:29.906 --> 00:35:31.328
 is their baby,

706
00:35:31.578 --> 00:35:33.406
 and we need to take care of it also.

707
00:35:33.781 --> 00:35:34.625
 But in any case,

708
00:35:35.781 --> 00:35:40.719
 we try to treat every project as it is a pixel ratio.

709
00:35:41.275 --> 00:35:41.655
 project.

710
00:35:42.276 --> 00:35:45.458
 And I think that this is something very important.

711
00:35:46.739 --> 00:35:49.805
 And also right now we feel very well,

712
00:35:50.243 --> 00:35:59.391
 I mean working with other studios in Portinside is giving us another way to understand video game development,

713
00:36:00.673 --> 00:36:02.798
 how to tell stories through video game.

714
00:36:03.438 --> 00:36:04.204
 And yeah,

715
00:36:04.657 --> 00:36:09.329
 this is the part that we for sure want to keep going.

716
00:36:10.931 --> 00:36:16.474
 It also helps us to grow,

717
00:36:17.033 --> 00:36:19.935
 to learn and yeah,

718
00:36:20.076 --> 00:36:22.130
 try to improve ways.

719
00:36:22.990 --> 00:36:26.076
 For sure we want to make our own games at some point.

720
00:36:27.209 --> 00:36:28.599
 This is something that we would like to do.

721
00:36:28.600 --> 00:36:28.677
 Yeah,

722
00:36:28.678 --> 00:36:28.802
 yeah,

723
00:36:31.474 --> 00:36:32.412
 yeah,

724
00:36:32.537 --> 00:36:33.271
 that's for sure.

725
00:36:35.490 --> 00:36:35.834
 We are,

726
00:36:36.443 --> 00:36:37.474
 if everything goes well,

727
00:36:38.615 --> 00:36:39.490
 we are going to...

728
00:36:39.959 --> 00:36:58.656
 pitch something internally very soon so bring it we'll see hopefully but yeah i mean we are we are very uh comfortable with the we with all the things that we are doing first of all we wanted to since the very beginning as you know we wanted to be

729
00:36:58.781 --> 00:37:09.125
 part of a be a useful part of for plugin digital okay and we wanted to help in all this kind of project of porting internal development and so on.

730
00:37:09.619 --> 00:37:10.499
 And we are good.

731
00:37:10.640 --> 00:37:10.859
 I mean,

732
00:37:10.860 --> 00:37:11.619
 we want to go ahead.

733
00:37:11.680 --> 00:37:12.379
 But also,

734
00:37:12.760 --> 00:37:12.939
 yeah,

735
00:37:12.940 --> 00:37:14.439
 for sure as a video game studio,

736
00:37:15.260 --> 00:37:15.939
 we would like to,

737
00:37:16.420 --> 00:37:17.361
 at some moment,

738
00:37:18.318 --> 00:37:22.779
 we would like to try and make our own game.

739
00:37:23.201 --> 00:37:24.006
 Maybe in the future,

740
00:37:24.162 --> 00:37:24.623
 we will see.

741
00:37:24.725 --> 00:37:25.818
And your company grew now.

742
00:37:25.896 --> 00:37:26.396
 I mean,

743
00:37:26.428 --> 00:37:29.381
 you're way bigger than you were five years ago.

744
00:37:29.396 --> 00:37:29.943
 We are 10.

745
00:37:29.944 --> 00:37:30.521
And you want to see.

746
00:37:30.537 --> 00:37:31.006
 Yeah,

747
00:37:31.007 --> 00:37:31.318
we are 10.

748
00:37:31.350 --> 00:37:31.959
 Something to be seen.

749
00:37:31.960 --> 00:37:32.037
 Yeah,

750
00:37:32.038 --> 00:37:38.068
I remember that in 2021 when we had the meeting,

751
00:37:38.131 --> 00:37:38.568
 we were two.

752
00:37:38.867 --> 00:37:39.788
 Yeah.

753
00:37:40.667 --> 00:37:44.930
 So we have been growing thanks to playing digital.

754
00:37:45.567 --> 00:37:47.493
 So we have been growing.

755
00:37:48.172 --> 00:37:50.352
We will talk about acquisition right after.

756
00:37:50.391 --> 00:37:51.430
 But just before,

757
00:37:52.211 --> 00:37:55.211
 we talked a lot about console port.

758
00:37:55.571 --> 00:37:57.227
 But we have to say as well,

759
00:37:57.274 --> 00:38:01.227
 you do still a lot of mobile port as well.

760
00:38:01.586 --> 00:38:02.789
 And sometimes both.

761
00:38:03.149 --> 00:38:03.336
Yeah.

762
00:38:03.805 --> 00:38:06.289
Mobile and console port for some games.

763
00:38:07.274 --> 00:38:07.649
 Because...

764
00:38:08.135 --> 00:38:08.796
 We have to say

765
00:38:09.877 --> 00:38:13.400
 PID strategy is to be on all kind of platform,

766
00:38:13.939 --> 00:38:15.603
 mostly on premium business model,

767
00:38:15.662 --> 00:38:17.627
 but it's very important for us.

768
00:38:17.947 --> 00:38:20.510
 It's part of our DNA to be on mobile,

769
00:38:21.268 --> 00:38:22.127
 all kind of mobile,

770
00:38:22.189 --> 00:38:22.408
 PC,

771
00:38:22.986 --> 00:38:25.518
 cloud gaming and all kind of consoles.

772
00:38:26.018 --> 00:38:30.518
 So it's part of things we found very sexy with you.

773
00:38:31.877 --> 00:38:33.596
 It was you came from mobile,

774
00:38:33.643 --> 00:38:36.330
 but you are able to make console,

775
00:38:36.439 --> 00:38:36.627
 PC,

776
00:38:36.783 --> 00:38:37.268
 of course.

777
00:38:37.535 --> 00:38:43.741
 if needed so that's very interesting and it's not so common because a lot of studios are

778
00:38:44.588 --> 00:38:46.290
 more or less specialized on console,

779
00:38:48.431 --> 00:38:54.095
 but it's not always easy to find studio able to and happy to work both on mobile,

780
00:38:54.157 --> 00:38:54.337
 PC,

781
00:38:54.556 --> 00:38:55.040
 console.

782
00:38:57.321 --> 00:38:57.657
 So yeah,

783
00:38:57.782 --> 00:39:05.329
 maybe you can just give us a few words about mobile ports because it's important too.

784
00:39:05.330 --> 00:39:05.485
Yeah,

785
00:39:06.595 --> 00:39:09.314
 we have a wide experience on mobile,

786
00:39:09.329 --> 00:39:10.517
 this is cool.

787
00:39:10.720 --> 00:39:13.782
 I mean the fact that we can make mobile

788
00:39:14.240 --> 00:39:15.801
 In console port or PC,

789
00:39:16.301 --> 00:39:17.701
 in pixel ratio,

790
00:39:17.762 --> 00:39:29.564
 what we used to do is to share the information as much as possible between all of us and help each other when we are creating the port on mobile or on console.

791
00:39:29.565 --> 00:39:30.611
 But especially mobile,

792
00:39:30.799 --> 00:39:35.471
 all the people that have been working on mobile is going to share all the different risks,

793
00:39:35.752 --> 00:39:37.939
 all the different struggles that we are facing,

794
00:39:37.971 --> 00:39:42.939
 the challenges and things like that and try to standardize,

795
00:39:43.002 --> 00:39:43.471
 let's say.

796
00:39:44.356 --> 00:39:45.416
 all of these kind of things.

797
00:39:45.936 --> 00:39:52.420
 It's true that in the optimization side is something a little bit critical,

798
00:39:53.295 --> 00:39:54.280
 depending on the project.

799
00:39:55.038 --> 00:39:59.061
 And on the other side is about the game experience.

800
00:39:59.717 --> 00:40:00.295
 On mobile,

801
00:40:00.592 --> 00:40:00.764
 yes,

802
00:40:00.795 --> 00:40:09.217
 you need to think more about the game experience because the first exchange between the game and the player,

803
00:40:09.264 --> 00:40:10.139
 which is the input,

804
00:40:10.155 --> 00:40:11.014
 is totally different.

805
00:40:12.077 --> 00:40:13.342
 And it changes.

806
00:40:13.564 --> 00:40:15.446
 the experience completely.

807
00:40:15.727 --> 00:40:26.657
 So that's why internally we have people that have been facing these kind of challenges before and we try to tell everyone what we did,

808
00:40:27.196 --> 00:40:35.790
 if we made a mistake try to not to do it and try to work on having a good mobile experience for each game.

809
00:40:36.102 --> 00:40:39.305
 So we need a little bit of time at the beginning to think about it and the

810
00:40:40.430 --> 00:40:42.805
 PlayGN Digital Mobile team always help us on that.

811
00:40:43.240 --> 00:40:44.281
Like UI,

812
00:40:44.282 --> 00:40:44.402
 UX,

813
00:40:44.441 --> 00:40:47.023
 it's a key point on mobile.

814
00:40:47.226 --> 00:40:47.343
 Yeah,

815
00:40:47.363 --> 00:40:47.523
 yeah.

816
00:40:47.843 --> 00:40:49.066
 Console is easier.

817
00:40:49.925 --> 00:40:50.788
Yeah,

818
00:40:50.808 --> 00:40:51.624
 this point is easier.

819
00:40:51.890 --> 00:40:52.827
 But on mobile,

820
00:40:52.828 --> 00:40:55.734
 you need to think about what kind of experience you want to offer to the player.

821
00:40:56.249 --> 00:41:00.312
 And mobile team from PluginDigital always help us on that.

822
00:41:00.624 --> 00:41:00.937
For sure.

823
00:41:00.984 --> 00:41:06.968
 I think mobile port can't be just a technical port.

824
00:41:07.140 --> 00:41:07.265
No,

825
00:41:07.266 --> 00:41:07.359
 no,

826
00:41:07.406 --> 00:41:08.827
you have to kind of like...

827
00:41:08.843 --> 00:41:11.515
You have to think about game experience.

828
00:41:12.356 --> 00:41:13.557
 user experience,

829
00:41:13.578 --> 00:41:13.698
 etc.

830
00:41:15.459 --> 00:41:22.647
 And we have to say sometimes we decide not to go on mobile because of that.

831
00:41:22.670 --> 00:41:28.608
 It's not good enough and game experience won't be good on mobile.

832
00:41:28.733 --> 00:41:31.467
And it also forces you to sometimes change the business model.

833
00:41:31.499 --> 00:41:33.155
 You were talking about Maschineka Museo,

834
00:41:33.202 --> 00:41:35.077
 and we're going to talk roughly about it.

835
00:41:35.264 --> 00:41:36.545
 It's a premium game on PC,

836
00:41:36.561 --> 00:41:37.936
 it was a premium game on Switch,

837
00:41:38.545 --> 00:41:40.186
 and we decided to do a freemium on...

838
00:41:41.564 --> 00:42:01.207
 on mobile so that's like a whole different approach to it it's like you can play the first level for free and then you need to pay so it's porting on mobile is porting to it's not just posting on a different hardware you're porting to a different ecosystem exactly with players could be different business model is different price

839
00:42:01.223 --> 00:42:10.145
 point is different the player habits are different usually you know they play they play when they commute it's shorter sessions so you have to adapt to that it's it's a

840
00:42:10.428 --> 00:42:11.669
 There's a lot of game design,

841
00:42:12.130 --> 00:42:12.550
 I think,

842
00:42:13.331 --> 00:42:14.292
 and design in general,

843
00:42:14.372 --> 00:42:17.814
 implied when you're thinking about taking your game to mobile.

844
00:42:18.536 --> 00:42:18.693
Yeah,

845
00:42:18.755 --> 00:42:19.154
 we need,

846
00:42:19.357 --> 00:42:20.435
 when we make the evaluation,

847
00:42:20.482 --> 00:42:22.701
 we need a little bit of time thinking about it.

848
00:42:23.443 --> 00:42:24.521
 If this information,

849
00:42:25.443 --> 00:42:25.607
 well,

850
00:42:25.724 --> 00:42:28.560
 we share this information with Playing Digital,

851
00:42:29.013 --> 00:42:30.091
 with the mobile department,

852
00:42:30.201 --> 00:42:36.841
 and they used to offer always very good ideas about how to translate the video game to the mobile version.

853
00:42:37.484 --> 00:42:37.804
 But yeah,

854
00:42:37.844 --> 00:42:41.184
 definitely we need to work on the experience.

855
00:42:42.285 --> 00:42:42.407
 Yeah,

856
00:42:42.586 --> 00:42:42.887
 lately,

857
00:42:43.125 --> 00:42:43.766
 an example,

858
00:42:45.789 --> 00:42:49.828
 we were talking in console regarding the console with the TRC,

859
00:42:50.086 --> 00:42:50.750
 the guidelines,

860
00:42:50.789 --> 00:42:52.430
 something that you need to meet the standard.

861
00:42:52.610 --> 00:42:52.907
 Okay,

862
00:42:53.469 --> 00:42:53.875
 mobile,

863
00:42:53.891 --> 00:42:54.985
 maybe it seems wild,

864
00:42:55.485 --> 00:42:56.235
 but it's not.

865
00:42:56.344 --> 00:42:56.563
 I mean,

866
00:42:56.594 --> 00:43:01.313
 the people expect some kind of input control,

867
00:43:02.047 --> 00:43:03.688
 some kind of behavior in the menus,

868
00:43:04.172 --> 00:43:06.485
 some even in different...

869
00:43:06.792 --> 00:43:07.733
 kind of game,

870
00:43:08.233 --> 00:43:11.254
 they expect some kind of a standard for this kind of game,

871
00:43:11.255 --> 00:43:12.137
 for the racing game,

872
00:43:12.477 --> 00:43:13.559
 for endless game,

873
00:43:13.860 --> 00:43:14.840
 for action game.

874
00:43:15.176 --> 00:43:16.840
 So and as a whole,

875
00:43:17.083 --> 00:43:17.340
 I mean,

876
00:43:17.879 --> 00:43:19.348
 is how you interact with the game.

877
00:43:20.028 --> 00:43:21.348
 What is the experience that I'm getting?

878
00:43:22.004 --> 00:43:24.629
 What's the business model that the game has?

879
00:43:25.004 --> 00:43:32.301
 And everything is impacting at the end in the game design or the game design is impacting in all the different,

880
00:43:32.911 --> 00:43:33.317
 let's say,

881
00:43:33.879 --> 00:43:35.114
 topics or subjects.

882
00:43:35.458 --> 00:43:35.583
 So...

883
00:43:36.212 --> 00:43:36.412
 Yeah,

884
00:43:36.713 --> 00:43:40.618
 I agree that if we face a mobile port,

885
00:43:41.477 --> 00:43:46.462
 we mostly all the time we think first about the game design.

886
00:43:46.805 --> 00:43:49.446
Although there are some very few occasions,

887
00:43:49.447 --> 00:43:50.587
 we almost had one,

888
00:43:50.868 --> 00:43:52.313
 like we've done in the past without them,

889
00:43:52.344 --> 00:43:53.891
 we almost had one,

890
00:43:53.892 --> 00:43:54.688
 it didn't go through,

891
00:43:54.689 --> 00:43:55.704
 we can't say the name of it,

892
00:43:55.705 --> 00:43:57.766
 there are very few occasions when we have to go.

893
00:43:58.485 --> 00:44:01.229
 We're going from mobile to PC and console.

894
00:44:01.969 --> 00:44:09.354
 And I remember this one game that we tried to get together and that was entirely based on touch.

895
00:44:10.237 --> 00:44:14.283
 And we needed to find ways to make it playable with a controller.

896
00:44:14.338 --> 00:44:14.916
 You remember that?

897
00:44:15.307 --> 00:44:15.479
 Yeah.

898
00:44:15.526 --> 00:44:18.432
 And to find ways to make it playable with keyboard and mouse.

899
00:44:18.526 --> 00:44:20.385
 And that was a different type of heart attack.

900
00:44:20.729 --> 00:44:21.635
 That's very rare,

901
00:44:21.713 --> 00:44:25.151
 but it does happen that we go from mobile to PC and console.

902
00:44:25.152 --> 00:44:26.057
 We did it once.

903
00:44:27.185 --> 00:44:28.587
 But it's very rare,

904
00:44:28.908 --> 00:44:30.990
 but that was a different type of challenge.

905
00:44:31.330 --> 00:44:32.432
It's a challenge,

906
00:44:32.433 --> 00:44:33.650
 and we're ready to accept it.

907
00:44:33.651 --> 00:44:36.392
It's also like the game was thought to be played vertically,

908
00:44:36.736 --> 00:44:37.416
 and it was like,

909
00:44:38.213 --> 00:44:38.939
 how do we do that?

910
00:44:39.017 --> 00:44:39.135
 Okay,

911
00:44:39.136 --> 00:44:40.080
 you can do it on Switch,

912
00:44:40.119 --> 00:44:40.400
 but how...

913
00:44:41.736 --> 00:44:46.564
Do you know how many games you port in Pixel Ratio history,

914
00:44:47.689 --> 00:44:47.986
 roughly?

915
00:44:49.283 --> 00:44:53.564
I think that we are nearly between...

916
00:44:55.189 --> 00:44:55.596
 I think that...

917
00:44:55.953 --> 00:45:17.609
we can say 15 15 15 if if if not between 15 to 20 years okay in average to two three platforms so it means 60 to 80 port yeah well something like that yeah okay yeah yeah now we keep it we keep a new world busy yeah we

918
00:45:17.656 --> 00:45:23.687
are so yeah when i remember that i mean now we're going to talk about the fact that you're now incorporated

919
00:45:24.265 --> 00:45:27.509
 within the group because we're plugging this all became a group not too long ago.

920
00:45:28.492 --> 00:45:28.749
 You know,

921
00:45:28.750 --> 00:45:31.632
 no one that that that's not very interesting by itself.

922
00:45:31.671 --> 00:45:35.538
 I think what's interesting is picking a little bit behind the curtain of what happened.

923
00:45:35.617 --> 00:45:42.781
 So just when we started thinking about how it was important to be on console at release,

924
00:45:42.827 --> 00:45:44.343
 because back in the days,

925
00:45:44.344 --> 00:45:45.859
 it used to be PC release,

926
00:45:46.171 --> 00:45:47.281
 maybe six months later,

927
00:45:47.343 --> 00:45:48.827
 we might do console with,

928
00:45:49.406 --> 00:45:52.265
 we were struggling with a lot of different porting companies,

929
00:45:52.437 --> 00:45:52.687
 different

930
00:45:52.749 --> 00:46:22.334
 production pipelines you know the drill so we started figuring out that we should probably have like that one company so i remember uh you yeah we're giving we're giving away a little stuff right you came to montpellier from spain because you're you're based in spain we haven't sold that uh you're based in spain and you came to montpellier during lockdown yeah yeah so i remember intern communication was a little bit scrumbley i wasn't quarantined at home and they said you need to come to the office meet this spanish game i was like what

931
00:46:23.218 --> 00:46:40.140
 and so we talked about that you were two at the time as you said you're ten now so I remember expressing quite vocally my doubts how two people are going to take care of all our console production that was not the plan obviously but you went from two to ten the

932
00:46:40.171 --> 00:46:40.656
 journey man,

933
00:46:40.953 --> 00:46:42.984
 how did it go from the first talk to

934
00:46:43.390 --> 00:46:50.906
 Plugin Digital to when you meet us we worked together very closely for a couple of years after that so yeah go on tell us your experience

935
00:46:51.602 --> 00:46:51.822
First,

936
00:46:51.842 --> 00:46:58.588
 we have to say we met before because when you work for BulkyPix and we distribute

937
00:46:58.991 --> 00:47:03.311
 BulkyPix, so we met at Paris a few years before lockdown.

938
00:47:03.530 --> 00:47:04.413
Exactly.

939
00:47:04.873 --> 00:47:06.873
 We met in this dinner that we had.

940
00:47:08.452 --> 00:47:10.014
 So it was really cool.

941
00:47:10.264 --> 00:47:10.498
 I mean,

942
00:47:10.499 --> 00:47:12.077
 during this year,

943
00:47:13.436 --> 00:47:14.389
 since the lockdown,

944
00:47:15.170 --> 00:47:17.045
 when I was here for the first time,

945
00:47:18.248 --> 00:47:19.733
 a lot of things have happened.

946
00:47:19.734 --> 00:47:20.670
 And I have to say that

947
00:47:21.722 --> 00:47:22.703
 It was not,

948
00:47:24.824 --> 00:47:25.365
 let's say,

949
00:47:26.885 --> 00:47:28.588
 an easy way,

950
00:47:28.807 --> 00:47:29.111
 but

951
00:47:29.525 --> 00:47:31.471
 Plugin Digital made it easy for us.

952
00:47:31.830 --> 00:47:32.072
 I mean,

953
00:47:32.416 --> 00:47:33.955
 and this is something that I'm very grateful.

954
00:47:35.213 --> 00:47:41.822
 We had the opportunity to work together in new games,

955
00:47:41.947 --> 00:47:47.213
 to reach new projects that for pixel ratio were far away,

956
00:47:47.869 --> 00:47:50.557
 meaning like console ports.

957
00:47:51.850 --> 00:48:06.706
 yeah at least to touch the console side mainly and I think that it was well it has been a very good adventure and we are very happy to be part of Plugin Digital.

958
00:48:08.730 --> 00:48:20.683
 During this year we started to make video games for PC at the beginning then we started Nintendo Switch and we needed to demonstrate that

959
00:48:21.249 --> 00:48:27.634
 We could build up a team good enough to go ahead with all the projects that you have,

960
00:48:27.814 --> 00:48:34.243
 that you shared with us and try to prove that we can be a trusted partner,

961
00:48:34.806 --> 00:48:37.853
 that we can work together and that we can have,

962
00:48:38.353 --> 00:48:38.853
 let's say,

963
00:48:39.962 --> 00:48:47.728
 a vision in common and share this way to bring video games to the player.

964
00:48:48.259 --> 00:48:50.275
 And this is the most important thing.

965
00:48:50.549 --> 00:48:58.188
 That's why I said that Pluie Digital gave me all the support and

966
00:48:58.610 --> 00:49:00.555
 I'm very grateful for that because

967
00:49:01.991 --> 00:49:02.772
 If I look back,

968
00:49:03.473 --> 00:49:07.178
 I can say again in 2021 we were only two.

969
00:49:07.678 --> 00:49:09.037
 We needed to make a team,

970
00:49:10.397 --> 00:49:12.022
 double our team in the first year,

971
00:49:12.318 --> 00:49:14.701
 then double the team in the year after.

972
00:49:15.443 --> 00:49:16.186
And it's not over.

973
00:49:18.092 --> 00:49:18.951
I know it's not over.

974
00:49:19.373 --> 00:49:22.545
 And we need to learn about this experience also.

975
00:49:23.107 --> 00:49:24.326
 And because it's not,

976
00:49:24.967 --> 00:49:25.201
 you know,

977
00:49:25.357 --> 00:49:25.514
 well,

978
00:49:25.576 --> 00:49:26.732
 you know better than me,

979
00:49:26.811 --> 00:49:28.123
 it's not easy.

980
00:49:29.559 --> 00:49:30.119
 to grow,

981
00:49:30.320 --> 00:49:34.623
 there are new challenges when you grow and all the,

982
00:49:34.822 --> 00:49:38.306
 let's say all the team needs to share more or less the same vision,

983
00:49:38.345 --> 00:49:44.033
 the same way to do things this is the most important to us and yeah,

984
00:49:44.275 --> 00:49:52.517
 I always had someone from PID or from the villagers always back helping us,

985
00:49:52.705 --> 00:49:53.455
 giving our support,

986
00:49:53.486 --> 00:49:57.486
 so I have to say that it was a good experience and

987
00:49:58.022 --> 00:50:12.997
yeah happy to be here i think uh culture is important as you say so to work with a spanish company it's easier for french people to work with i don't know asian or south american company because are

988
00:50:12.998 --> 00:50:27.333
 you talking to the half asian guy who lives in south america that's why i think that um no but for the culture it's not a problem and as far as we already work with uh with the picture in the past.

989
00:50:28.010 --> 00:50:31.054
 We trust in the company and in you.

990
00:50:31.714 --> 00:50:36.996
 And what was very interesting for us as well was your mobile culture.

991
00:50:37.082 --> 00:50:37.941
 Because as I said,

992
00:50:38.300 --> 00:50:41.105
 for us it's very important to be able on all kind of platforms.

993
00:50:41.847 --> 00:50:56.964
 And it's easier to find a company with console experience than a company with mobile experience because it's more difficult to find on the...

994
00:50:58.303 --> 00:50:58.944
 on the market.

995
00:50:59.324 --> 00:51:09.272
 And I think it's easier to move from mobile to console than to console to mobile in terms of experience.

996
00:51:09.772 --> 00:51:14.756
 So that's why when we started to discuss together,

997
00:51:15.975 --> 00:51:20.381
 I thought Pixel Ratio was a good candidate because you have this culture.

998
00:51:22.803 --> 00:51:24.647
 And now it works quite well.

999
00:51:26.294 --> 00:51:27.635
And to retrace it properly,

1000
00:51:27.756 --> 00:51:29.477
 because although it's been a bumpy road,

1001
00:51:29.577 --> 00:51:30.280
 we grew too.

1002
00:51:30.858 --> 00:51:31.057
Yeah.

1003
00:51:31.058 --> 00:51:33.862
But we were like 25 and we're 60 now.

1004
00:51:33.960 --> 00:51:34.182
 Yeah,

1005
00:51:34.585 --> 00:51:35.585
you said you were two,

1006
00:51:35.600 --> 00:51:36.686
 we were 25.

1007
00:51:36.687 --> 00:51:36.827
 Yeah.

1008
00:51:36.928 --> 00:51:37.506
 Now we are

1009
00:51:37.928 --> 00:51:39.163
 70 and...

1010
00:51:39.350 --> 00:51:39.749
And also,

1011
00:51:40.405 --> 00:51:40.647
 I mean,

1012
00:51:41.631 --> 00:51:42.475
 that could be good,

1013
00:51:42.756 --> 00:51:43.928
 but you're our first acquisition.

1014
00:51:44.506 --> 00:51:46.741
 So there was a lot to learn on both sides.

1015
00:51:46.850 --> 00:51:47.178
 You know,

1016
00:51:47.179 --> 00:51:47.663
 it was okay,

1017
00:51:47.710 --> 00:51:51.241
 how do we integrate a new company within our workflow?

1018
00:51:51.397 --> 00:51:52.413
 What is our workflow?

1019
00:51:52.414 --> 00:51:53.178
 and that we needed to

1020
00:51:54.130 --> 00:51:57.414
 rethink also the way we thought about porting.

1021
00:51:57.915 --> 00:52:04.622
 So that taught us to rethink how to do marketing and how to do scouting and how to do production.

1022
00:52:04.958 --> 00:52:07.763
 So the learning curve was mutual,

1023
00:52:07.927 --> 00:52:08.247
 I think.

1024
00:52:08.388 --> 00:52:09.763
 So it's kind of like,

1025
00:52:10.060 --> 00:52:12.654
 it's a funny thing to go from like,

1026
00:52:12.732 --> 00:52:12.872
 yeah,

1027
00:52:12.888 --> 00:52:13.076
 okay,

1028
00:52:13.107 --> 00:52:19.451
 let's throw you one thing and take you by the hand and carry you a little bit.

1029
00:52:19.576 --> 00:52:20.357
 And nowadays,

1030
00:52:20.358 --> 00:52:21.201
 to be super honest,

1031
00:52:21.202 --> 00:52:22.826
 I think you carry us most of the time.

1032
00:52:24.035 --> 00:52:25.236
 when we're deep into production.

1033
00:52:25.316 --> 00:52:31.062
 So it's funny to see how things went from one meeting during lockdown to where it is now,

1034
00:52:31.301 --> 00:52:31.898
 which is pretty fun.

1035
00:52:33.867 --> 00:52:34.008
Yeah.

1036
00:52:35.187 --> 00:52:39.406
 So now we can talk about console room.

1037
00:52:39.914 --> 00:52:40.976
Yeah,

1038
00:52:40.977 --> 00:52:44.508
 I think that the one thing that people might not know,

1039
00:52:44.633 --> 00:52:46.617
 so I think everyone might fathom,

1040
00:52:46.758 --> 00:52:51.726
 that it is a very technical and complicated task to port a game on console most of the time.

1041
00:52:52.258 --> 00:52:56.924
 What people might not know is how time consuming it is to actually release it.

1042
00:52:57.362 --> 00:52:58.944
 So we talked a little bit about TRC,

1043
00:52:59.225 --> 00:53:00.045
 all those rules,

1044
00:53:00.046 --> 00:53:00.264
 you know,

1045
00:53:00.265 --> 00:53:02.530
 it could be stuff as stupid as,

1046
00:53:02.709 --> 00:53:02.967
 you know,

1047
00:53:03.147 --> 00:53:05.053
 you display a controller in your tutorial.

1048
00:53:05.475 --> 00:53:05.655
 Well,

1049
00:53:05.772 --> 00:53:07.412
 if it's not the PlayStation controller,

1050
00:53:07.475 --> 00:53:07.795
 you're not,

1051
00:53:07.936 --> 00:53:10.022
 that's not going through right to,

1052
00:53:10.256 --> 00:53:11.100
 you can't have a,

1053
00:53:11.397 --> 00:53:11.522
 a,

1054
00:53:12.819 --> 00:53:16.881
 a website address in the credit of your game with Nintendo and you know,

1055
00:53:16.928 --> 00:53:17.740
 all this little thing.

1056
00:53:18.006 --> 00:53:21.584
 and it takes a month to pass certification.

1057
00:53:22.038 --> 00:53:23.478
 two weeks still at prices,

1058
00:53:24.079 --> 00:53:26.239
 or you cannot submit whenever you want on PlayStation.

1059
00:53:26.297 --> 00:53:29.520
 So how in your own,

1060
00:53:29.521 --> 00:53:29.661
 I mean,

1061
00:53:30.016 --> 00:53:33.563
 we know because we've been doing that for years and decades even,

1062
00:53:34.524 --> 00:53:35.500
 in your experience,

1063
00:53:35.602 --> 00:53:44.047
 how near impossible it might be for a solo dev to go through all those hoops by themselves.

1064
00:53:44.880 --> 00:53:45.060
Well,

1065
00:53:45.520 --> 00:53:45.640
 yeah,

1066
00:53:45.800 --> 00:53:48.221
 I think it's for sure is a big task.

1067
00:53:48.522 --> 00:53:50.862
 And I think that is part of the reason that we are here.

1068
00:53:51.123 --> 00:53:51.342
 I mean,

1069
00:53:52.143 --> 00:53:59.283
 it's not easy because there are so many challenges to put a video game in a console.

1070
00:53:59.604 --> 00:54:00.166
 In console,

1071
00:54:00.244 --> 00:54:01.463
 if you have it in PC,

1072
00:54:02.229 --> 00:54:03.057
 put it on mobile,

1073
00:54:03.385 --> 00:54:03.869
 things like that.

1074
00:54:03.963 --> 00:54:04.182
 I mean,

1075
00:54:04.183 --> 00:54:05.588
 to make a port at the end.

1076
00:54:06.791 --> 00:54:13.760
 And I think that one of the important things here and one of the reasons why we are here is to

1077
00:54:14.756 --> 00:54:20.163
 Let the developer to focus on what he is doing well,

1078
00:54:20.440 --> 00:54:21.683
 which is a video game.

1079
00:54:22.323 --> 00:54:25.229
 Try to translate this experience for all the players,

1080
00:54:25.425 --> 00:54:27.206
 for its audience.

1081
00:54:27.948 --> 00:54:32.487
 And we are going to help them with all of these struggles,

1082
00:54:33.018 --> 00:54:34.112
 with all of these risks,

1083
00:54:34.409 --> 00:54:38.143
 with managing a lot of tasks.

1084
00:54:38.372 --> 00:54:40.373
 that you are a lot of,

1085
00:54:40.674 --> 00:54:41.035
 let's say,

1086
00:54:41.154 --> 00:54:44.119
 rules that you need to meet with your game in order to send it.

1087
00:54:45.318 --> 00:54:59.908
 Also to give them a clear idea about what will be a plan when we need to have some kind of version of the game that could be approved by

1088
00:55:00.471 --> 00:55:01.330
 Sony, Nintendo,

1089
00:55:01.549 --> 00:55:02.252
 Microsoft.

1090
00:55:02.799 --> 00:55:06.877
 What are the main topics that we need to cover?

1091
00:55:07.484 --> 00:55:11.427
 And I think that this is why it's good that,

1092
00:55:11.708 --> 00:55:12.368
 in my opinion,

1093
00:55:12.868 --> 00:55:18.775
 that the indie developer could count on us because there is a lot of things.

1094
00:55:19.118 --> 00:55:21.134
 They have all the passion to make the video game,

1095
00:55:21.939 --> 00:55:28.790
 but sometimes they don't have all the time to do a lot of things that you need to cover in a port.

1096
00:55:29.181 --> 00:55:30.181
It's not creative.

1097
00:55:30.681 --> 00:55:31.368
I mean,

1098
00:55:31.540 --> 00:55:32.384
we're going through all...

1099
00:55:32.924 --> 00:55:47.961
 it's a little a little backstory we we don't so the way we do distribution for consoles we don't charge the studios who come to us right we do we take we take a part of the revenue and that that is the core of our added value because well we

1100
00:55:47.977 --> 00:56:02.235
 can argue that they could be technically able to do the port by themselves actually being able to submit pass all the craziness and go through it and then now that's something else that that is

1101
00:56:02.580 --> 00:56:03.501
 the value that we had,

1102
00:56:03.541 --> 00:56:03.801
 you know,

1103
00:56:04.041 --> 00:56:04.983
 for the fact that,

1104
00:56:05.563 --> 00:56:05.684
 yeah,

1105
00:56:05.743 --> 00:56:11.372
 you need your store page to be translated in like 15 languages to just release on PlayStation 5,

1106
00:56:12.106 --> 00:56:14.309
 keep up with the crazy rules that change overnight,

1107
00:56:14.731 --> 00:56:16.575
 how do you manage the life cycle and,

1108
00:56:16.911 --> 00:56:17.176
 you know,

1109
00:56:17.177 --> 00:56:18.661
 the international pricing.

1110
00:56:19.254 --> 00:56:20.754
 It's not as easy as Steam,

1111
00:56:20.911 --> 00:56:21.426
 basically.

1112
00:56:21.551 --> 00:56:23.379
 There's no self-publishing tool on that.

1113
00:56:23.442 --> 00:56:26.817
 Everything goes through someone and the rules change.

1114
00:56:26.911 --> 00:56:27.707
 They're all different.

1115
00:56:28.223 --> 00:56:28.770
 So this is,

1116
00:56:29.145 --> 00:56:29.426
 I think,

1117
00:56:29.567 --> 00:56:31.848
 collectively you now being part of

1118
00:56:32.336 --> 00:56:50.767
what we do and who we are that's that is what we bring to the cindy studio that just this is the most boring part of it and one thing to say is to port on console you need a material it's not the case on mobile or pc you need dev kit development

1119
00:56:50.798 --> 00:57:01.548
 key to mostly so it's not always easy to to get one especially on switch to at the moment for instance um so for sure plug-in has a

1120
00:57:01.596 --> 00:57:19.549
 publisher we have an easy access let's say to dev kit but for an indie dev or solo dev or small studio it's not always easy to get one it's costly because it could be quite costly so

1121
00:57:20.752 --> 00:57:30.330
 at the end it yeah it's not so easy for everyone to move on could you tell us like just funny story like the

1122
00:57:31.092 --> 00:57:49.052
the most ridiculous reason why a submission has failed for you i know i have my own like what why just why story but what would be yours just like what an anecdote well i didn't have it to prepare my mind because we we have we have some uh some

1123
00:57:49.505 --> 00:58:00.146
failures in uh in this kind of approval but yeah i mean some uh very something very

1124
00:58:00.764 --> 00:58:16.002
 stupid like in example take care about a good expression in a tutorial in example what we're talking about you need to meet exactly the you

1125
00:58:16.003 --> 00:58:30.260
 cannot be too much creative when you want to show a controller in example so you are thinking like okay this is going to be good because we are meeting all the different rules the this graphic looks cool and is integrated in the game and then.

1126
00:58:30.556 --> 00:58:31.896
 Someone is going to tell you,

1127
00:58:32.196 --> 00:58:32.356
 well,

1128
00:58:32.517 --> 00:58:32.657
 look,

1129
00:58:33.196 --> 00:58:34.116
 wait a little bit.

1130
00:58:34.577 --> 00:58:34.698
 No,

1131
00:58:34.897 --> 00:58:36.276
 I need something more clear.

1132
00:58:36.679 --> 00:58:37.179
 But yeah,

1133
00:58:37.198 --> 00:58:37.417
 I mean,

1134
00:58:37.679 --> 00:58:41.440
 we have something like that.

1135
00:58:41.776 --> 00:58:42.558
 Not very funny,

1136
00:58:42.597 --> 00:58:43.261
 I have to say,

1137
00:58:43.362 --> 00:58:45.058
 when you face it.

1138
00:58:45.901 --> 00:58:49.847
I think my personal horror story for failing a submission is,

1139
00:58:50.456 --> 00:58:50.706
 you know,

1140
00:58:50.956 --> 00:58:52.628
 you have to name the build.

1141
00:58:53.220 --> 00:59:10.734
a certain way and i think like it was something stupid like either one capital letter was not capital or one one was a two in the name of the build and we felt submission for that this is why we just needed to rename the binary but they would fail you

1142
00:59:10.859 --> 00:59:19.421
 must be very square yeah everything yeah yeah it is and also so and one thing i want to tackle is is so we

1143
00:59:19.960 --> 00:59:21.943
 We build relationships with the first parties.

1144
00:59:22.062 --> 00:59:24.323
 We meet with them all the time,

1145
00:59:24.866 --> 00:59:25.405
 maybe three,

1146
00:59:25.487 --> 00:59:26.327
 four times a year.

1147
00:59:27.386 --> 00:59:37.503
 And so this is also our job to be on top of the changes because those rules change all the time and without any warning.

1148
00:59:38.362 --> 00:59:46.003
 And sometimes even some games released make them realize something and then they start implementing new rules.

1149
00:59:46.472 --> 00:59:47.019
 I think it was the

1150
00:59:47.612 --> 00:59:48.347
 Metal Gear Solid.

1151
00:59:49.968 --> 01:00:09.470
 four that implemented the rules because it was just so long the loading screen when snake was smoking that because of this game they implemented the rule that you need to have a now loading for anything over five seconds or so so it changes all the time it's it's never fixed so it's also our job to talk to them have the dog have the new the

1152
01:00:09.502 --> 01:00:16.970
 new info and make sure that you like you don't you don't go crazy with it because like that that will drive you mad probably we have a I'd like to meet three people within that.

1153
01:00:17.299 --> 01:00:17.502
Yeah,

1154
01:00:17.892 --> 01:00:18.783
 we have our...

1155
01:00:19.936 --> 01:00:37.222
 internal tester that is in charge of quality but also on our guidelines and she used to review things is crazy because is what you say sometimes you know from one day to another different

1156
01:00:37.441 --> 01:00:46.722
 amount of guidance now are become one now what you thought it was needed just today now is deprecated and you need to meet another new rule.

1157
01:00:47.457 --> 01:00:48.160
 So yeah,

1158
01:00:48.628 --> 01:00:48.738
 it

1159
01:00:49.048 --> 01:00:52.571
 Try to be updated with this is a work.

1160
01:00:53.132 --> 01:00:53.413
 I mean,

1161
01:00:54.175 --> 01:00:55.194
 and that's why,

1162
01:00:55.675 --> 01:00:55.835
 well,

1163
01:00:56.096 --> 01:00:58.401
 if we go back to the subject,

1164
01:00:58.636 --> 01:01:10.542
 that's why we think we can help the developers to focus on the creative side and let us help you on these other parts that are important.

1165
01:01:10.604 --> 01:01:12.573
You can be good on everything.

1166
01:01:12.885 --> 01:01:13.573
 It's impossible.

1167
01:01:13.776 --> 01:01:15.120
 So it's impossible.

1168
01:01:15.276 --> 01:01:18.354
Especially because sometimes they will make up the rule as they go.

1169
01:01:19.380 --> 01:01:19.620
 Also,

1170
01:01:20.061 --> 01:01:22.503
 it happens that technically you meet the criteria,

1171
01:01:22.544 --> 01:01:25.888
 but they will just refuse something because they don't feel like it.

1172
01:01:26.665 --> 01:01:28.048
 They can and they do do that.

1173
01:01:28.267 --> 01:01:29.509
 So yeah,

1174
01:01:30.111 --> 01:01:31.493
 it's not a matter of talent.

1175
01:01:31.736 --> 01:01:32.650
 It is a matter of knowledge,

1176
01:01:33.158 --> 01:01:34.533
 but it's also a matter of like,

1177
01:01:34.595 --> 01:01:35.501
 is it really your job,

1178
01:01:36.251 --> 01:01:38.720
 you in the studio to go through that?

1179
01:01:38.798 --> 01:01:39.361
 I don't think so.

1180
01:01:39.861 --> 01:01:40.423
 That's what we do,

1181
01:01:40.517 --> 01:01:40.704
 right?

1182
01:01:40.720 --> 01:01:45.079
 This is why we take the cut that we take.

1183
01:01:46.048 --> 01:01:49.572
Just we are at the end of this podcast.

1184
01:01:49.592 --> 01:01:53.115
 So we talk about pixel ratio five years ago,

1185
01:01:53.494 --> 01:01:53.955
 two people.

1186
01:01:55.299 --> 01:01:57.924
 How do you see pixel ratio in five years?

1187
01:01:59.463 --> 01:02:02.142
 How can you imagine pixel ratio?

1188
01:02:02.752 --> 01:02:02.877
Yeah,

1189
01:02:03.299 --> 01:02:03.439
 well,

1190
01:02:03.486 --> 01:02:07.142
 I think that the trend is that we are going to keep growing.

1191
01:02:07.189 --> 01:02:07.877
 But for sure,

1192
01:02:07.908 --> 01:02:11.627
 what we want to have is new games,

1193
01:02:11.830 --> 01:02:13.549
 new challenge to work on with you.

1194
01:02:14.377 --> 01:02:14.674
 and

1195
01:02:15.520 --> 01:02:16.100
 Yeah,

1196
01:02:16.260 --> 01:02:16.981
 why not?

1197
01:02:18.880 --> 01:02:22.622
 Maybe do something together internally?

1198
01:02:22.982 --> 01:02:23.403
 I don't know,

1199
01:02:23.443 --> 01:02:24.099
 a video game?

1200
01:02:24.739 --> 01:02:25.239
 But yeah,

1201
01:02:25.302 --> 01:02:25.685
 for sure.

1202
01:02:27.122 --> 01:02:36.958
 This industry always has a surprise and we want to accept any challenge that could happen in the future.

1203
01:02:37.552 --> 01:02:43.052
 We are ready for that and we want to keep doing video games.

1204
01:02:43.271 --> 01:02:44.130
 This is our dream.

1205
01:02:45.284 --> 01:02:45.745
 doing it,

1206
01:02:47.126 --> 01:02:49.189
 we are going to fight for it.

1207
01:02:49.286 --> 01:02:49.888
 That's for sure.

1208
01:02:51.310 --> 01:02:51.751
Thanks a lot.

1209
01:02:51.790 --> 01:02:52.450
 Thanks,

1210
01:02:52.513 --> 01:02:52.692
Juan.

1211
01:02:53.013 --> 01:02:53.755
 Thank you very much.

1212
01:02:53.810 --> 01:02:55.935
Thanks for listening to this podcast.

1213
01:02:56.677 --> 01:02:57.060
 Of course,

1214
01:02:57.677 --> 01:02:59.380
 if you have some ideas,

1215
01:02:59.700 --> 01:03:02.294
 if you want to join for a

1216
01:03:02.778 --> 01:03:04.216
 PID podcast in the future,

1217
01:03:04.356 --> 01:03:08.763
 don't hesitate to reach us and we will be happy to receive you there.

