Hoist Game Development
Who is Hoist game development?
Hoist Game Development is me, Daniel Crane. Hi!
Hoist started off as an entity to do contract work under, but now I'm full time in gamedev so I guess this can be a little portfolio site instead? Seems the best way to go without giving up the domain!
Games worked on
Released: November 9, 2022
A Little to the Left - Switch Port
Handled porting A Little to the Left to the Nintendo Switch while the game was mid-development.
Implemented platform-specific features necessary for the game to release on the Nintendo Switch.
Assisted with testing and bugfixes.
Handled profiling the game to surface solutions to bottlenecks to allow for faster loading and smoother performance.
Built out an automated process for generating HD Rumble effects from the hundreds of existing audio effects and then synced together in real time.
Released: June 27th, 2023
A Little to the Left - CUPBOARDS & DRAWERS
Worked to integrate the platform-specific DLC build/deploy processes on Steam and Nintendo Switch.
Helped design and develop a cursor assist to improve the gamepad experience.
Helped with testing and bugfixes.
Released: Feb 15th, 2024
A Little to the Left - Xbox Port
Ported the game to Xbox One, Xbox Series and the Microsoft Store on PC.
Integrated platform-specific features like cross-save and achievements both in-game and in Partner Center.
Customized our DLC structure to cut down on the amount of needed deployments with patches.
Developed a plugin to use Xbox's Native Touch libraries in Unity and integrated it into the existing control experience so users streaming the game could play without a gamepad overlay.
Helped with testing and bugfixes.
Released: Feb 21st, 2024
Tenderfoot Tactics - Switch/Xbox Port
Developed the Nintendo Switch, Xbox One, Xbox Series and Microsoft Store on Windows ports for the game.
Worked with the lead developer to identify performance bottlenecks and ways to address them on Nintendo Switch.
Wrote a dynamic resolution process to maintain good performance/visibility even with the delightfully chaotic scaling that combat encounters can have.
Handled QA for the game and worked with the lead developer to resolve issues.
Lead release management (cert, services setup and store pages) and coordinated with Nintendo/Xbox to gain platform support for the release with hosted trailers, tweets, blog posts.
Released: TBA
Biomass Resynced
Providing development and testing assistance on the new, rebuilt, release of Biomass.