We're continuing to wrap up the results for 2024 with gaming (or gaming business-related) teams. Up next is an interview with Anton Vinogradov, co-founder of the game porting and publishing studio Samustai.

How was the year for the company? What achievements would you highlight?

2024 was challenging for the entire gaming industry, but for us, it was a year of overcoming obstacles and growth. We geared up and adapted to the new reality, maintained stability, and released a number of new projects (we ported 10 games over the year). We increased the volume of work, albeit slightly less than planned. We managed to retain our team size, streamline processes, and significantly raise our market profile despite the difficulties.

Samustai handled the porting of Lost Eidolons to PlayStation 5 and Xbox Series

How do you think the game porting market has changed?

The market has become more complex: the number of available projects for porting has decreased, largely due to the closing of several game studios. However, we see opportunities in this. Each company that closes makes room for new studios to emerge, suggesting a forthcoming increase in projects. We are already sensing interest from new developers seeking experienced porting partners.

Samustai handled the porting and publishing of Sanya on PlayStation 5

What requests do developers make most frequently now?

Developers often seek not just porting services but comprehensive support: from optimization to adaptation to unique platform requirements. There's a trend towards working with premium content; requests for porting and support of high-budget, quality projects have become more frequent. Many aim to release on consoles with the utmost quality to stand out among competitors.

Samustai handled the porting of Pixel Gun 3D to PC

What trends in the game porting niche do you expect to strengthen or emerge in 2025?

We are confident that the trend for premium content will only intensify, though a very large number of free-to-play titles will appear since consoles are a low-competition market. Market leaders will be games with high quality and refined user experience, not just mass-produced projects. Additionally, in 2025, we anticipate a significant increase in ported projects as the market begins to recover. It's also possible that remasters and remakes of old games will gain new life, and porting such products will become a crucial aspect of the work.

What are the company's plans for the coming year?

We have ambitious plans: we aim not only to grow but also to reach a new level. We plan to significantly increase our development volumes, allowing us to undertake not just ports but also full-scale remakes and remasters of games. We are actively developing relationships with our Western partners and are ready to take on substantially larger projects.

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