Pingle Studio
successfully ports
Square Enix’s Life is
to mobile
Case study

Create a mobile version of the critically
acclaimed episodic graphic adventure game

the challenge
the result
Ported to iOS and Android with the same immersive experience as the PS3/Xbox 360 original
commercial and critical reception
  • 4.3/5 rating on Google Play from
    55K+ reviews.
  • Editor's Choice Award on Google Play.
Philip Rogers, CEO Square Enix
I have to give props to the amazing controls, I feel like it's made to be played on mobile! I tried it with a joystick but I don't think it's necessary! Best game ever! ❤️
agile in porting pc
and console games
to mobile
experts at
transferring projects
from ue3 to ue4
13+ years of
experience with
unreal engine
the pingle advantage
Life is Strange for mobile
was delivered to Square Enix
on time with no changes to
the initial budget
Seamless double porting:
  • UE3 to UE4;
  • PC/Console to mobile.
Console-like graphics and
performance on mobile via
content optimization pipeline.
Touchscreen controls for
mobile designed from
learn about porting with us
learn more
here are some solutions we’re
especially proud of
More than 30 developers from Pingle Studio ported Life is Strange to Android devices in six months and 18 months for iOS. Our talented team overcame a number of challenges to deliver the mobile version on time and according to budget.
Transfer all assets and code from UE3 to UE4.
  • 01. Create and apply a toolset to transfer maps, textures, game logic, interactive objects, materials, parameters, sounds, and localization.
  • 02. Manually rewrite mechanics and logic.
  • 03. Delete unused PC/Console code.
  • 04. Add code for mobile support.
  • 05. Add 3rd-party sound library and apply it to mobile.
  • 06. Optimize all in-game content.
Deliver PS3/Xbox 360 graphics quality for mobile devices. Include the customer shaders and lighting developed for the original game.
  • 01. Define the list of supported devices and usage of Metal RHI (iOS) and ES 3.1 (Android).
  • 02. Add new shading models (Blinn, Microfacet, SSS) to UE4's render system and adapt them to mobile devices.
Include specific VFX from Life is Strange despite the default version of UE4 not supporting them on mobile.
Modify UE4's source code to achieve the desired VFX.
Develop the new “Photo Mode” feature for Life is Strange on mobile.
Code a custom UE4 feature for taking photos in the game, enabling users to share pictures on Facebook and Twitter while also saving them natively to their mobile device.
Support high-resolution textures with the non-standard sizes found in Life is Strange despite iOS and Android not natively supporting them.
Apply ASTC compression of Metal RHI for iOS and ETC2 compression of OpenGL ES3 for Android to compress the textures with the same quality and aspect ratio.
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