Article taken from GamingOnLinux.com.

Today I had the pleasure of speaking to Aaron, the one man porting machine from Knockout Games . If you don’t recognise the name, you may recognise the porting work in Shadow Warrior (the new one), Outland and more!A: Hello I'm Aaron Melcher. I'm the owner and engineer of Knockout Games INC., which is currently a one man company. I started this adventure April 2014, but have been programming professionally for games since 2007.A: I've actually been porting games since my first game programming job. My first port was Chainz 2 ( http://www.gamehouse.com/download-games/chainz-2-relinked ) to the Megatouch (https://goo.gl/4pcBuI). The Megatouch is a Linux based (centos modified) bar-top touch screen platform. Coincidentally my first ports were to Linux from Windows. When I decided to start my own business I wanted to do something I enjoyed that didn't require me to hire employees. Naturally porting seemed like a good solution.A: Both. I mostly get referrals, but I will reach out to developers of a game I'm a big fan of. That's one of the reasons I decided to start this thing, freedom to chose my work.A: Yes. I get almost all of my contracts through Edward via Humble Bundle and he usually does bits and pieces of work on each one. He got Shadow Warrior initially compiling on Linux/Mac, but was too busy to port it completely himself so he offered it to me.A: Any work I don't have to do myself means I have more time to do other things so it's awesome. Especially when it's someone like Edward because I likely won't have to touch/fix anything he does.A:I'm going to get in trouble for this, but it is Windows 7. The main reasons why are that I'm used to the environment and I can quickly compare with the Windows version of the game. For example on windows I can utilize NVIDIA Nsight to quickly debug DX and OpenGL graphics to make sure everything is as close to pixel perfect as possible. When I need to focus on Linux specific issue I have no complaints working within Fedora.A:I'm looking forward to them materializing, I want one. In my opinion they already have pushed Linux forward. I guarantee I wouldn't have been so busy this past year without Steam Machines being a thing.A: All of the OS bits are pretty much solved at this point by SDL2 and friends. The difficult parts are related to what makes each game's code base a beautiful and unique snowflake. Porting to OpenGL, dealing with non-opensource dependencies, file path issues, selecting & massaging the compiler to process the code in the most non-invasive way possible. Having to type a lot. Managing my hand pain.A: I love Linux gamers. They erupt with happiness when a new game enters their world. If there are issues they find them and they are certainly not afraid to tell me. I try to fix everything I can and they cheer me on every step of the way. Did I say I love you guys?A: Currently scheduled to do at least two more this year. I plan on taking a bit of a break, but I'm not very good at being idle.A: I think Linux is more attractive then ever. Steam Box will help people unknowingly adopt Linux which is great, but getting people on Linux as their PC OS of choice is a harder proposition. Increasing support for a wide array of hardware, making OS install easy and generally avoiding the need for a user to ever have to open Terminal are good ways to do this. However in my opinion the number won't rise to Windows numbers until we see Linux on computers displayed at places like Best Buy. No one accidentally owns a computer with Linux installed. That is what is holding back market share.A: An accurate and easy to use source code debugger. I have high hopes for RAD's debugger project (http://www.radgametools.com/debug.htm), but I make do with gdb (because I've been using it since I started my career 8 years ago). I know it is a pain point for a lot of developers. I port games that have already gone through release and support on at least one other platform, so the need for a debugger isn't high. For developers to adopt Linux as the OS they want to build their game on from scratch this is needed. Outside of that I love working on Linux.A: Get to work! I'm probably not suppose to inspire competition, but the demand for quality porting far outweighs those providing the services. Porting is so much easier now. Honestly most of what I do is setup build environments and plug in SDL2 and misc. other libs. That said Shadow Warrior was my most challenging port due to it being feature rich graphically. Having good graphics programming chops is essential when porting games. Thankfully there are tons of resources, here are just a few of my favorites: http://icculus.org/, http://steamdevdays.com/, https://github.com/ . Finally don't forget the best resource is personal experience so just mess around and have fun.A: :-D, I actually have a web guy working on something. I need to take time to review it, give feedback, and populate it with content. I'm trying to give myself my first vacation later this year so it will probably happen around that time. This last year has been super busy simply through word of mouth so it hasn't become high priority.I would like to thank Aaron for sparing the time to have a chat!You can find his recent ports of Shadow Warrior 2013 on Steam and it just released on GOG too, Outland on Steam , and also La-Mulana on Steam