![]() ![]() I think ultimately the changes we had to make are not going to impact players' experience with it. ![]() I think the big challenge for us is always coming in and understanding what parts of the game that we can adapt and make changes to and optimize and what parts are so essential that we need to leave alone. Were there any sacrifices or compromises that had to be made to get Apex running on Switch other than graphics?Īndy: Not really as far as features or content, everything that’s there on other versions of the game should be there on Switch. I believe it was around Season Four when we started talking with Respawn about what it could look like to bring this to Switch. Has Panic Button been working with Respawn since day one of the Switch versions development or were you called in after the fact to help?Īndy Boggs (Panic Button): We’ve been working on it for about 15 months. But for the time being, we’ll be fully engaged to release all content on Switch day and date with all other platforms with all of the seasons moving forward. There’s always the chance it goes on longer or we hand it off sooner if Respawn feels confident. With this being a live service game, will you be supporting Apex for longer than some of your other projects like Rocket League and Warframe, or have the keys been handed back to Respawn?ĭan: Currently we’ll continue to support the project for the next couple of months. Plus, the fact there’s even more going on in the world, that’s been a unique challenge for this project. Even more so than previous projects, the amount of change Respawn makes to their games is so much more than any other client we’ve ever worked with. It’s a lot going on while you’re trying to ship the first version to make sure it stands up and iron out any issues. Towards the end of development, we’re all in the same branch working together, and if we make a mistake and break the build, that impacts Respawn and vice versa. So I think you’re kind of trying to build an aircraft and land it on a moving aircraft carrier all at the same time. How was porting Apex Legends to Switch different than anything you’ve done before?ĭan: One of the things that’s always interesting when you’re doing a game that’s living, breathing, and constantly changing is that there’s always new challenges, new Legends coming out, and new maps. Nintendo Life: Having worked on the ports of Doom Eternal, Wolfenstein II, Rocket League, and more, Panic Button is known as the “Port Wizards” around the Nintendo Life office.ĭan Hernberg (Panic Button): I would like a staff and a cloak! ![]()
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