/ Games Porting /

Life is Strange

A-to-Z Android & iOS Porting of an Award-Winning Game

Platform android
Platform apple
Life is Strange
BAFTA
award

Story

83/100
score

on Metacritic (iOS)

4.1/5
rating

on Google Play

/ Testimonials /

Players love the story, visuals, and feel on mobile

Android Authority

Hella good

Life is Strange on Android keeps the best elements of Square Enix’s superb game intact

Challenger’s Gaming Domain

Spectacular

Looks spectacular on a phone screen, and despite limited screen estate, the detail shows in everything

SpazioGames

85/100

A very good porting, with new social elements perfect for the perfect platform

Google Play Store

Stunned

When I saw this in the Google Play Store I was stunned. The graphics are beautiful. Gameplay was very smooth

/ Project overview /

Pingle & Square Enix

About the game

Life Is Strange is an acclaimed episodic narrative adventure developed by Dontnod Entertainment and published by Square Enix (originally on console/PC, 2015). In the game, Max Caulfield, a photography student, discovers she can rewind time and makes decisions that impact how the story unfolds.

Client

Square Enix

Solution

Porting

Engine

Unreal Engine 4

Platforms

Platform android
Platform apple

Release

PC/Console
Jan 30, 2015
iOS Episodes 1–3
Dec 14, 2017
iOS Episodes 4–5
Mar 29, 2018
Android Full release
Jul 18, 2018

Partnership timeline

Month-Month, 2017

About Pingle & Square Enix partnership

We took on the full mobile porting scope:

  • migrating the game from Unreal Engine 3 to 4
  • rebuilding touch-first control systems and UI
  • optimizing visuals for mobile
  • delivering exclusive features like Photo Mode

All without losing the game’s emotional, cinematic feel.

Yuriy Denisyuk

“With Life Is Strange, we had no room for error. We had to make sure the mobile version carried the same atmosphere and emotional weight as the original.”

Yuriy Denisyuk

Head of Production Department at Pingle Studio

/ The Challenge /

Bring a BAFTA-winning story to mobile, with no room for error

By the time we joined this project in 2017, Life Is Strange was already a cultural phenomenon. Winner of the 2016 BAFTA Games Award for Story, it built a fiercely loyal fanbase — the kind that celebrates every detail with loads of fanart and fanfiction, but won’t forgive a single misstep.

The mobile version had to carry on the game’s narrative weight, hand-drawn-like visuals, and emotional atmosphere. To get there, we faced two major tasks:

  • Migrate the game from Unreal Engine 3 to Unreal Engine 4, including assets, mechanics, and logic
  • Adapt the game from PC/PS3 to iOS and Android, with new controls, optimized UI, and mobile-ready visuals

In short: we had to technically reinvent the game while protecting the soul of one of gaming’s most acclaimed stories. Too poetic? Maybe. But that’s Life Is Strange.

 

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/ Phase 1 /

UE3 → UE4 migration, completed on schedule

The first key step in porting Life Is Strange to mobile was migrating from UE3 to UE4. The migration ran in parallel with tight release windows (6 months for Android and 18 for iOS ) and made hitting them harder. For that, we built custom tools and rewrote code by hand:

1

Developed a custom toolset to transfer maps, textures, logic, levels, and localization

2

Manually rewrote Unreal Script logic into UE4’s C++ and Blueprints

3

Cleaned legacy console/PC code and added mobile-specific support

4

Optimized assets and audio pipelines for smaller, mobile-friendly builds

Result: the game was fully rebuilt in UE4 and ready for mobile without delays or budget overruns.

/ Phase 2 /

Visual fidelity preserved on iOS & Android

Square Enix set a high bar: the mobile version needed to match the PS3/Xbox 360 look and feel. Our engineers modified UE4 to keep the game’s painterly textures, cinematic lighting, and atmospheric effects:

1

Modified UE4’s source code to replicate Life Is Strange’s custom rendering system

2

Rebuilt materials, lighting, VFX, and post-processing for mobile performance

3

Implemented advanced shading models (Blinn, Microfacet, Subsurface Scattering) on iOS/Android

4

Applied ASTC compression (iOS/Metal RHI) and ETC2 compression (Android/ES 3.1) to preserve high-res textures without bloating file sizes

As a result, the mobile UE4 version kept the unique visual style of the source game and looked “spectacular on a phone screen” (as players noted 😉).

/ Phase 3 /

Mobile-exclusive features & UX

Instead of a barebones port, the mobile version came with new features and a player-first experience. Controls were rebuilt for touch, the UI redesigned for smaller screens, and a new Photo Mode added to make Life Is Strange feel even more engaging on mobile:

1

Designed touchscreen controls from scratch, including a new “Tap-to-Move” system

2

Rebuilt the entire UI for smaller screens and variable aspect ratios

3

Implemented Photo Mode: camera control, outfit swaps, filters, native saves, and social sharing to Facebook/Twitter

4

Added controller support on Android for console-like play

Life is Strange
/ The results /

Life Is Strange goes mobile in 6 (Android) and 18 (iOS) months, protecting franchise value

Before

After

UE3 engine build for PC/PS3/Xbox 360 only
Fully migrated to UE4 and optimized for iOS & Android
Console-only controls and UI
Mobile-first UX: Tap-to-Move, redesigned UI, controller support
Oversized, non-standard textures
Optimized ASTC (iOS) and ETC2 (Android) compression with high-res fidelity preserved
Risk of reputational backlash
Protected franchise prestige and expanded fanbase
/ The team /

Cast

  • Team peak size: 30+ specialists
  • UE developers
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