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If you enjoyed playing Polytron's Xbox Live Arcade gameon a PlayStation platform, you have Spanish port house Blitworks to thank -- the process of converting the game's codebase was the hardest job the company has yet tackled, and they pulled it off with remarkable success.Speaking at GDC Europe 2014, Blitworks cofounder Miguel Angel Horna explored the process of bringing Polytron's puzzle game to the Sony PlayStation platforms. Beginning with the conversion from the existing C# codebase to C++ native code, the talk digs into the nitty-gritty details of memory management without a garbage collector, tuned optimization techniques for each platform, rewriting the audio engine, and how Blitworks added special features to the PlayStation builds like cross-save and 3D support.It's a highly technical talk that's absolutely worth watching, especially by programmers and designers seeking to make their games as port-friendly as possible. The free video (embedded above) of 'The Challenge of Bringingto PlayStation Platforms' is now available to watch here on the GDC Vault.In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events , and the service offers even more members-only content for GDC Vault subscribers.Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page . Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page . Finally, current subscribers with access issues can contact GDC Vault technical support