mooneye’s lost ember
gets a multi-platform
launch with support
from pingle studio

Case study
the challenge

help to optimize the pc version of lost ember,
and port it to ps4 and xbox one

the challenge
the result
the result

a fully realized lost ember launched across multiple platforms on the same day

commercial and critical reception

  • 4.6 from 50+ reviews on Microsoft Store

  • 9/10 PC Gamer

Luke Kemp, author at PC Gamer 

Lost Ember is a wonderful, unique, and unforgettable experience with a love for nature.

01.

adaptive to
co-develop and port
simultaneously

02.

agile to deliver a
launch-ready game
with a short turnaround

03.

Vision grounded in 13+
years of experience
with unreal engine

the pingle advantage

Lost Ember for PS4, Xbox One,
and PC was delivered to
Mooneye on time for a
successful multi-platform launch

Learn more about our services

here are some solutions we’re
especially proud of

It took a team of two developers, one technical artist, and one game tester just four months to help Mooneye prepare Lost Ember for a successful PS4, Xbox One, and PC launch. Throughout that time, our team overcame a number of challenges to help Mooneye bring Lost Ember to life.

challenge

Improve the game’s technical performance.

solution
  • 01. Define bottlenecks.
  • 02. Define task pools and their priority.
  • 03. Define FPS components: game thread, CPU load, and GPU load.
challenge

The PS4 and Xbox One versions could not properly load the game’s vast locations, translucent materials, and large particles.

solution
  • 01. Manually select objects with large shaders and change them into simpler shaders.
  • 02. Apply an enhanced level of detail to objects.
  • 03. Decrease illumination, shading, and AO quality.
  • 04. Decrease landscape tessellation.
  • 05. Decrease draw distance.
challenge

Optimize the game to make the most of each console model’s graphical capability and display resolution. (PS4 Pro, PS4 Slim, Xbox One X, Xbox One S)

solution
  • 01. Apply dynamic resolution and INI profiling individually for every console model’s graphics.
  • 02. Perform various types of testing to define the optimal balance between performance and quality for every console model.
  • 03. Apply switches in materials for less-powerful console models.
challenge

The game contained unnecessary meshes, parent materials, and other content that led to a higher load and more visible bugs.

solution
  • 01. Manually investigate these pieces of content.
  • 02. Make these pieces of content functional or remove them from the game.
challenge

The game experienced freezes and memory leaks in some locations.

solution
  • 01. Manually investigate these pieces of content.
  • 02. Make these pieces of content functional or remove them from the game.
  • 03. Cut or fix unnecessary actor spawns and skeletal meshes.
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