Port & Perform

Game porting services that hit your frame budget

Port & Perform moves games between PC, console and mobile to agreed performance budgets. A 2-week assessment on target hardware comes first, then a fixed-price plan.

Fixed price per platform after the assessment.

Fig. 01Port & Perform

  • 72hfree hold
  • 4working days to start
  • 48hshortlist
  • 9practices
In short

Ports between PC, console and mobile, optimised to the performance budgets you set and prepared for certification.

Port & Perform provides Remote Pro Ai game porting services between PC, console and mobile, optimised to agreed performance budgets. It starts with a 2-week assessment on target hardware, then a fixed-price plan for bring-up, optimisation and pre-certification, delivered by Unreal and Unity engineers under your platform-holder agreements.

Platforms we port to and optimise for

TargetTypical work
PlayStation 5SDK integration, trophies, activities, save data, TRC preparation
Xbox Series X/S and PC Game PassGDK integration, achievements, Quick Resume, Xbox Requirements preparation
Nintendo Switch familyMemory and CPU budgets, docked and handheld profiles, Lotcheck preparation
PC (Steam, Epic Games Store)Scalability settings, input remapping, ultrawide, Steam Deck compatibility
iOS and AndroidThermal and battery budgets, device tiers, store policies, install size

Who it is for

  • Studios bringing a PC hit to console, or a console title to PC.
  • Mobile studios moving to PC or handheld.
  • Teams whose game runs, but below the frame rate or memory target.

The port process, from assessment to patch

  • Step 1 · Assessment (2 weeks): build on target hardware, profiling captures, risk report, fixed quote.
  • Step 2 · Bring-up (2–⁠6 weeks): compile, boot and play on target; platform SDK integration.
  • Step 3 · Optimisation (4–⁠10 weeks): CPU, GPU, memory, streaming, shaders and loading.
  • Step 4 · Compliance pass (2–⁠4 weeks): platform checklist, accessibility and save-data edge cases.
  • Step 5 · Submission: build preparation, submission support and fixes for any failures.
  • Step 6 · Post-launch: day-1 patch and performance monitoring.

Profiling uses the platform’s own tools plus Unreal Insights, the Unity Profiler, RenderDoc or PIX. Every optimisation lands as a reviewed change in your depot, with before-and-after captures attached.

Certification support for every platform holder

Certification failures cost weeks. We run a pre-certification pass against each platform’s current requirements before submission: Sony’s Technical Requirements Checklist, Microsoft’s Xbox Requirements, Nintendo’s Lotcheck, Apple App Review and Google Play policy, and Steam Deck compatibility review.

  • A requirement-by-requirement checklist with evidence for each item.
  • Edge-case testing: suspend and resume, account switching, storage full, network loss.
  • Localisation and age-rating metadata checked against store requirements.
  • Fix support until the build passes; failures caused by our work are fixed at no extra charge.

Performance KPIs agreed before we start

We agree budgets per platform in the assessment, measure them on target hardware every week, and report them in the producer report.

KPIHow it is measured
Frame rateStable 30, 60 or 120 fps targets in agreed benchmark scenes
Frame timep95 and p99 frame time; hitch count per 10-minute session
MemoryPeak use against the platform budget, with headroom
LoadingCold boot and level-load times on target storage
StabilityCrash-free session rate in test passes
MobileThermal throttling time and battery drain per 30 minutes
Install sizePackage size against store and player limits

Game porting services: pricing

The 2-week assessment is a fixed fee from USD 7,300. It ends with a fixed price per platform for bring-up, optimisation and compliance, so you can approve each platform separately. Optimisation-only work on an existing port is quoted as a monthly team.

  • What shapes your quotation

    • Engine version and the amount of custom engine code.
    • Number of target platforms and device tiers.
    • Distance from the current performance to the target budget.
    • Middleware and online services that need platform versions.
  • Guarantee

    • Any engineer replaced for any reason: a replacement starts within 4 working days; the full handover completes in under 14 days.
    • Budgets written into the SOW before optimisation starts.
    • Each platform paid by milestone, on acceptance of agreed captures.
    • Certification failures caused by our work fixed at no extra charge.
  • Results

    Our games practice delivered first-pass platform certification on Case G-01, a multiplayer title for a game studio in Riyadh.

Frequently asked questions

Book a scoping call

20 minutes with a solutions architect. No sales script.

The 2-week assessment builds your game on target hardware, captures profiling data in representative scenes, and reviews engine customisations, middleware and platform features. You receive a risk report, the performance gap against budget for each platform, and a fixed price for bring-up, optimisation and compliance, valid for 30 days.

Yes, for console work. Devkits remain under your platform-holder agreement and are either shipped to a controlled location or accessed remotely inside your network. We work only on hardware you control or approve, and console engineers start within 4 working days; where access needs your clearance, the 4 days count from the date you grant it.

No partner can guarantee a platform holder’s decision, and we do not claim to. We run a full pre-certification pass against current requirements and fix every item before submission, and we support fixes until the build passes. Our games practice has achieved first-pass certification on a multiplayer launch title.

Most ports we handle run on Unreal Engine 4 or 5, or on Unity. We also work on custom engines when the studio provides engine documentation and an engine-experienced reviewer. The assessment confirms feasibility before you commit to a fixed price for bring-up and optimisation.

Yes. If your game already runs on the platform but misses its budgets, we run a 1-week profiling pass and then work as a monthly optimisation team. Each change lands with before-and-after captures, and the weekly report tracks frame time, memory and loading against target.

You do. Every change is submitted to your depot under your review rules, and the IP assignment in your contract takes effect as each milestone is paid. At the end of the engagement you receive an IP handover certificate and the documentation of every platform-specific change.

Start today

4 working days

Your team can be working within 4 working days of signature.