How Alt Shift brought their story-rich spacefaring experience to mobile

July 26, 2022

Creating a captivating, immersive sci-fi world with a pixel art look and feel is quite an accomplishment. But getting it out the door in a minimal-crunch environment after deciding to go multiplatform mid-project takes that achievement to the next level.

From Not-Not: A Brain Buster to Crying Suns, Alt Shift has relied on Unity for every successful release. The platform has proved its worth each time with its full complement of collaborative artist tools, extensibility, multiplatform capabilities, and continuous integration/continuous development (CI/CD) features. These tools helped the Alt Shift team rapidly prototype for iOS and Android to determine if going mobile was worth the investment. And with profits at 10x the porting costs, it’s clear that they made the right bet.

Download this case study to learn how Unity helped Alt Shift:

  • Launch a premium game on mobile, desktop, and console platforms, reaching more than one million players
  • Perform 90% of testing across devices directly in the Unity Editor using custom extensions
  • Reduce game memory footprint from 1.5 GB to 1.1 GB using the Unity Addressable Asset System
  • Minimize launch crunch with built-in Unity Cloud Build CI/CD
  • Preserve Crying Suns’s PC richness on smartphone screens
Previous Flipbook
Nerial’s Card Shark stacks the deck with Unity
Nerial’s Card Shark stacks the deck with Unity

Nerial's Card Shark stacks the deck with Unity

Next Video
Ultimate Profiling Tips Roundtable
Ultimate Profiling Tips Roundtable

Get profiling tips from SYBO, Arm, and Unity experts. Plus, learn how to identify common performance challe...

E-book: UI design and implementation in Unity

Preregister