"How has the overall porting process gone, Fredrik?
Fredrik: The first surprise when we first saw Teslagrad on PS Vita, was how much worked out of the box. That is, as soon as we had cut down the memory usage sufficiently to run at all. The touch screen emulates a mouse pointer, so no work was required there
and the buttons emulated a joystick. As soon as we had updated Unity and the Vita SDK to the latest version, all the shaders were compatible as well."
Why is PlayStation Vita the right choice for porting Teslagrad?
Fredrik: Luckily PS Vita hardware makes everything easier. For other systems, its not strictly impossible to port the game
but just way too much work. I think the key here is the native Unity support.
So Unitys role is important here?
Fredrik: Well, Sonys efforts for their Unity port has made life for us much easier. When porting to Vita, were mostly just having to shrink and optimise the game. In terms of the Vita hardware, Im very thankful that there is 512MB memory on the thing. I expect that our main challenge with the PS3 will be the 256MB memory it has.