Hey Teeth,
Was the process easy? Like I know you can't share much, but was it enjoyable? Working with Both sides of the spectrum, Xbox and Nintendo :)
I didn't want to skip over this...
There are many levels to this question: On the business side, i can't talk about that at all, but I'm sure you understand. I can say that Microsoft has legitimately, no PR fakeness, been an amazing partner. Chris Charla is awesome, Phil is awesome, everyone over at MS is awesome. This would not have happened without them.
Anyone that we've worked with on the Nintendo side has been great too. You can tell that they are really focused on making sure things go smoothly for fans.
The actual technical process of getting Cuphead on a Switch was more involved. We had to migrate the game over to a newer version of Unity, which took work. We were also in the process of adding all this HOT NEW CONTENT at the same time so it took a bit longer than expected. We were also doing the full localization into the 10 new languages and that is way scarier and more complex than people realize. Localization is no joke. The scariest thing is that there was no way for us to check whether the translations were any good. We saw what happened with Darkest Dungeon and we realized that we didn't want that happening. So we went all out. We outsourced premium localizations to different companies then paid other companies to do reviews of those localizations, then went over them again based on those reviews. We got professional Japanese manga calligraphers to do custom calligraphy for the Boss and Level title cards (as well as Chinese and Korean calligraphers too)...all based on the styles that existed from the 30s.
Localizing Cuphead is no joke. There's not much dialogue, but the dialogue that exists is all puns, rhymes, idioms, and plays on words. If you directly translate a pun, it makes no sense in other languages, which meant custom new stuff had to be written for each language. It's a scary thing; Cuphead has a very specific tone, and we were relying on our localizers to capture that for their native cultures.
And then the fonts....so much of Cuphead relies on the fonts being a certain size, that we had to hand check literally every instance of every word throughout the game and make it fit properly within the context.
But all in all, the port to Switch reaped benefits on other platforms (we shaved almost 7GB off the file size and slashed load times by nearly half in some instances) and we wanted to insure everyone gets a smooth 60fps experience.