- when the team learned that Switch would support Unity, they began the process
of bringing the game over - it was planned early on to get the game onto Switch within a month
of it
launching -
by Fall 2016, Unity's optimization progressed, and error messages that previously appeared with I Am Setsuna stopped -
by the
end of fall last
year, the team was finished with pre-submission to Nintendo - I Am Setuna was the first title to enter this process - a meeting with Unity was suddenly held, and it was decided that I Am Setsuna would
end up becoming a
launch title - Nintendo asked for the developers to finish the master version that
year if
possible - the team was able to port quickly due to Unity, as well as the lack
of online / vs features & modest hardware requirements - having a good grasp on specs also made work come together quickly - setting various aspects such as the app's icon, languages, etc. was said to be very simple - there was also good compatibility for titles that have / planned to have multi-platform support on home and portable consoles