Panic Button's Success on Nintendo Switch Spurs Increase in Port Requests

Entry information

Published on: February 21, 2018

Description

Panic Button's Success on Nintendo Switch Spurs Increase in Port Requests When Panic Button first stepped into the spotlight with its impressive Nintendo Switch ports of DOOM and Rocket League, few anticipated the Austin-based studio’s meteoric rise to prominence in the gaming community.

Building on this momentum, Panic Button continued to showcase its technical prowess by working on the highly anticipated Switch port of Wolfenstein II: The New Colossus.

These projects not only highlighted the studio’s expertise in optimizing demanding titles for Nintendo’s hybrid hardware but also contributed to the platform’s growing library of high-quality third-party releases. In a recent interview with Gamasutra, Adam Creighton, Director of Development at Panic Button, provided insight into the studio’s rapidly expanding portfolio.

Addressing future plans, Creighton hinted at ongoing projects for the Nintendo Switch and potentially other platforms, stating in paraphrased form: "We have additional titles currently in development for this hardware, as well as ongoing projects for other platforms." Creighton went on to describe Panic Button’s unique position within the industry, expressing that the studio has considerable flexibility regarding its growth, partnerships, and choice of projects.

He emphasized that the current challenge lies not in selecting which games to port to new platforms but rather in managing the studio’s burgeoning workload and ensuring that all projects align with the team’s strengths and business goals. Evidence of Panic Button’s increasing influence in the console porting space is reflected in the volume of requests received from other developers.

According to Creighton, the Switch has quickly become a focal point for the company: "The Switch release was outstanding for us—it's now referenced in nearly every port request we handle.

To support the demand, we have twelve development kits at the studio, making it our fastest-growing platform in terms of infrastructure." The commercial performance of Panic Button’s Switch ports further underscores the significance of the platform.

Creighton noted that, during the same timeframe, sales of Panic Button’s games on Nintendo Switch surpassed those on PlayStation 4 and Xbox One combined—a testament to the Switch’s popularity and the market's appetite for high-quality ports. The impact of this trend extends beyond Panic Button.

Tony Cabello, CEO of fellow porting studio BlitWorks, shared a similar perspective with Gamasutra, highlighting a surge in requests from indie developers eager to bring their games to consoles—especially the Nintendo Switch.

Cabello explained that, thanks to a more accessible market, indie studios are increasingly viewing console releases as attainable milestones.

“Since last summer, the demand for Switch ports has surged, and managing multiple projects simultaneously has become the norm for our team,” he shared. With Nintendo Switch continuing to dominate hardware sales and attract diverse software support from established studios and indie developers alike, Panic Button’s ongoing efforts are driving technical standards higher while meeting the demands of a growing global audience.

The studio’s achievements exemplify the shift in how third-party development enhances the Nintendo Switch ecosystem, affirming its place as a crucial platform in today’s gaming industry.

Nintendo Switch Nintendo Switch Success Panic Panic Button Adam Creighton DOOM Rocket League Wolfenstein II Gamasutra BlitWorks Tony Cabello PS4 Xbox One

Panic Button Hints That More Nintendo Switch Ports Are In The Pipeline