10 Best Game Porting Companies Worth Your Discovery Call

- Pingle Studio: Expansion porting on a fixed price
- Our projects: Poppy Playtime, Five Nights at Freddy's
- QLOC: PC port specialists
- Abstraction Games: Cross-platform porting across PC and console
- Room 8 Group: Large-scale co-dev with porting in the pipeline
- Frima Studio: Production-strong porting from Quebec
- Mataboo: Polish porting and co-dev studio
- Panic Button: The studio that takes on "impossible" Switch ports
- Iron Galaxy: AAA port specialists from Chicago
- DO Games: Indie-friendly console porting
- Ghostbutter: One-person team for Switch ports
- Bottom line: pick the studio that solves your version of the problem
You’ve shipped a great game, and the reviews are excellent. What now? Someone in the room says the thing:
“We should port this.”
Great. So you search for porting studios and find the same ten names recycled, with no indication of who’s right for your project. In game dev, nobody picks a co-dev partner from a top-ten list. But a well-built shortlist that tells you who specializes in what saves weeks.
We’re Pingle Studio. We’ve been porting games since 2007 and have 188+ shipped projects, including Tomb Raider, Five Nights at Freddy’s, Life is Strange, and more. We know this space well enough to have opinions about who is good at porting.
So that’s an honest rec list from the Pingle team. We go first, because it’s our blog and we’re not pretending otherwise, but everyone else gets the same evaluation lens, including porting specialty, engagement model, and best fit projects.
Pingle Studio: Expansion porting on a fixed price
The studio that takes the ports nobody else wants to quote.

Pingle Studio has over 18 years of experience and a 300+ person team delivering projects for Epic Games, Square Enix, SEGA, and more.
We’re one of roughly 35 studios worldwide certified as an Authorized Unreal Engine Service Partner by Epic, with 60+ UE projects behind us. On the Nintendo side, we were among the first studios to receive Switch 2 dev kits, officially authorized by Nintendo to work with the hardware ahead of launch.
The thing that sets us apart is the model. We offer fixed price on every porting project, full feasibility assessment before you commit, certification prep included.
Our projects: Poppy Playtime, Five Nights at Freddy’s
Here are some of the porting projects our team has shipped.

Pingle ported Poppy Playtime Chapter 3 to 8 platforms in 7 months total.
Mob Entertainment approached Pingle Studio to port Poppy Playtime Chapter 3 to all consoles, shipping builds on the same day, with mobile following shortly after. Every build cleared certification on the first try. The Xbox Excellence Award in 2025 was the platform holder’s own verdict on how it turned out.

Pingle and Steel Wool Studios teamed up on 12 FNAF projects.
The Five Nights at Freddy’s partnership with Steel Wool Studios is what happens when a first project goes well, and nobody wants to stop. Security Breach on Switch was the starting point: the port ended up outperforming the PS4 build in stability, which is not the outcome anyone expected from a Switch version. Steel Wool signed Pingle to keep working on the franchise from there, including PSVR2 adaptations, a VR-to-flat conversion, and a Help Wanted 2 port to Oculus delivered in three months.
If Switch is on your roadmap, we built a free Readiness Assessment tool to help you prepare for porting and score your technical gaps. You’re welcome to try it.
Call Pingle Studio for: Multi-platform expansion with a complex technical brief.
Not the right fit if: You need staff augmentation. We take ownership of the whole project, not parts of it.
QLOC: PC port specialists
The studio that makes console classics feel at home on PC.

QLOC has spent two decades taking console games and making them run properly on PC. Not just technically functional, but the kind of ports that get praised for being better than the originals.

Dark Souls Remastered on PC is the best example: a title with a notoriously troubled PC history, handled cleanly enough that it became the definitive way to play.
NieR:Automata followed the same pattern, and Devil May Cry HD Collection gave the franchise a PC home it had never properly had before.
QLOC was acquired by Keywords Studios, which is worth knowing if you’re already in that ecosystem. If you’re not too, because pricing and engagement structure follow the Keywords’ standards.
Call QLOC for: High-quality PC ports of console games.
Not the right fit if: Your target is console, Switch, or mobile.
Abstraction Games: Cross-platform porting across PC and console
The studio that’s behind more ports than most people realize.

Abstraction built a long independent track record before joining Virtuos in 2025, and their port list reflects genuine breadth.

Hotline Miami started as a PC title built around keyboard precision. Abstraction moved it to PS3 and PS Vita without breaking that feel, which meant rethinking controls in a way that preserved the rhythm of the gameplay.

Ratchet & Clank: Into the Nexus showed they could operate inside Sony’s own IP at a first-party technical standard. This was not a port that ships and gets forgotten, but one that had to meet PlayStation’s bar.
They’re now part of Virtuos’ expanded porting capability, which matters if scale is part of your brief.
Call Abstraction Games for: Cross-platform PC and console porting, especially when control fidelity is a must.
Not the right fit if: You need a standalone studio relationship outside the Virtuos ecosystem.
Room 8 Group: Large-scale co-dev with porting in the pipeline
The right choice when the port is one piece of a bigger production.
Room 8 Group is on this list because some projects need porting alongside art production, QA, and ongoing co-dev, and managing three vendors to get there is its own kind of problem.

They’ve worked on Diablo IV, Alan Wake 2, and Assassin’s Creed, which tells you the scale they operate at. If your port is a standalone, contained project, the overhead isn’t worth it. But if you’re running a live AAA title and porting is one of several things on your plate, it’s worth having one relationship that covers all of it.
Call Room 8 Group for: Porting as part of AAA production.
Not the right fit if: The port is the whole job.
Frima Studio: Production-strong porting from Quebec
A veteran Canadian studio with a broad development track record.

Frima Studio has been in the industry for over two decades and has built its reputation on production reliability.

Chariot, Zombie Tycoon, and Nun Attack represent a portfolio that runs toward contained, well-executed projects rather than technically extreme ones. They’re the right fit when the port has a creative or production scope attached.
Call Frima Studio for: Ports with creative or production scope, indie or AA scale.
Not the right fit if: The brief is technically demanding.
Mataboo: Polish porting and co-dev studio
The studio Bloober Team, Frogwares, and All in! Games keep coming back to.

Mataboo’s reputation is built on two things: platform breadth and turnaround speed.

Frogwares trusted them with The Sinking City across multiple platforms. S.T.A.L.K.E.R.: Legends of the Zone Trilogy and The Medium (both Bloober Team projects with serious technical weight) are on their credits. Studios come back to them because deadlines get hit, and certification doesn’t become a crisis. For a studio of their size, that’s the thing that matters most.
Call Mataboo for: Multi-platform porting.
Not the right fit if: You need a large dedicated team or AAA-scale production infrastructure.
Panic Button: The studio that takes on “impossible” Switch ports
If someone told you a game couldn’t run on Switch, Panic Button probably proved them wrong.

Panic Button’s entire identity is built on one thing: taking games that have no business running on Switch hardware and making them run.

DOOM wasn’t supposed to work on Switch. Neither was Wolfenstein II. Rocket League was a different kind of challenge: it’s a live service title that needed to stay current on constrained hardware. They’ve been working with Switch hardware longer than almost any other external studio, which shows in the results.
Call Panic Button for: Technically demanding Switch ports (especially titles where the consensus is that Switch can’t handle them).
Not the right fit if: Your target is anything other than Switch. This is a focused studio and platform breadth is not part of their identity.
Iron Galaxy: AAA port specialists from Chicago
From a port-for-hire startup to a 200-person studio shipping on every major platform.

Iron Galaxy started as a port-for-hire studio and grew into a 200-person operation that’s shipped on every major platform. Their port list covers serious ground.

Skyrim on Switch is the headline: a technically complex open-world title handled well enough that it became a showcase for what Switch could do.

Borderlands 2 on Vita demonstrated they could work within extreme hardware constraints. Killer Instinct showed co-dev depth alongside the porting work.
For AAA studios looking for a port partner with scale and a US presence, Iron Galaxy belongs on the shortlist.
Call Iron Galaxy for: Large-scale AAA ports where US-based studio presence and a long port-for-hire pedigree are part of the brief.
Not the right fit if: You’re an indie or AA studio with a contained project. The scale of the engagement is built for larger productions.
DO Games: Indie-friendly console porting
The small team that handles development, certification, and store setup.

DO Games has made console conversions come true for over 30 games in eight years. Indie developers hand over the project files, and DO Games takes it from there, covering optimization, certification, and store setup.

Cult of the Lamb is the headline credit, where they delivered 60 FPS on Switch. Art of Rally went to 6 platforms with full network features, DLC support, physical versions, and regional store setup handled end-to-end. The First Tree started as a messy Unity project and shipped certified on all consoles.
Clients describe handing over the project to them and not having to think about the platform side again. For an indie dev without internal porting expertise, that’s a perfect partner.
Call DO Games for: Indie and AA console ports, where you need a team that owns the entire process, including certification pass.
Not the right fit if: Your project is AAA in scope or needs a large parallel team. DO Games is built for contained engagements, not high-volume production.
Ghostbutter: One-person team for Switch ports
The unexpected entry on this list is the one that covers a real gap.

Konstantin Kopka (also known as Ghostbutter) is a Japan-based developer, born in Germany, fluent in English, German, and Japanese, and a registered Nintendo Developer Program member.
He solo-ported his own game Penko Park to Switch in 2022. The port was praised specifically for its technical quality, not mentioning the game itself is awesome.

He now offers Switch porting services to other indie developers, handling everything from first build to eShop launch. He is engine-agnostic: Unity, Godot, custom engines. For Switch 2, he’s already building performance-optimized ports.
The reason he’s here alongside 200-person studios is that some indie games need exactly one highly skilled person who will care about every line of code, rather than a team that treats the project as one of many. Ghostbutter is that option.
Call Ghostbutter for: Solo indie Switch ports where craft and technical depth matter more than team size.
Not the right fit if: You need a multi-platform scope, a large team, or anything beyond Switch.
Bottom line: pick the studio that solves your version of the problem
The point of this piece wasn’t to present one particular studio and say “Pick them”. In the end, your choice comes from whether the studio matches your needs or not.
Here’s the recap where to call each studio:
| End-to-end expansion porting ➡️Pingle Studio |
| High-quality PC port ➡️QLOC |
| Cross-platform PC + console porting ➡️ Abstraction Games |
| Porting inside AAA co-dev pipeline ➡️Room 8 Group |
| Indie/AA port ➡️Frima Studio |
| Fast multi-platform delivery ➡️Mataboo |
| “Impossible” Switch port ➡️Panic Button |
| Large-scale AAA port ➡️Iron Galaxy |
| Indie console port, full cycle ➡️DO Games |
| Craft-level Switch port ➡️Ghostbutter |
Our takeaway is that porting is usually a set of very different problems. Pick the studio that solves your particular one, and your title will get the love it deserves.
Pingle sits in a specific lane here: expansion porting, where one team owns the whole outcome. Fixed price, feasibility first, certification included.


