2026-11-03 –, Ballsaal
Traditionally, indie studios and small teams developed for a single console first before porting to PC—a tradition that has since flipped to "Steam first." This talk challenges that modern default. By exploring the technical advantages of a single hardware spec, the business benefits of dedicated console audiences, and the artistic merit of crafting a canonical, intended experience, we will examine why developing for console first might be the smartest strategic decision for your studio.
In this 50-minute session, we will dive deep into the strategic advantages of developing and releasing your game on a console first. Drawing from my history working on early XBLA titles, PlayStation Strategic Content, and Dreams, this talk unpacks why the "PC-first" mentality became the default and why shifting your focus back to console can elevate your game.
We will break this down into three core pillars: Technical, Business and Artistic.
The biggest barrier is often simply knowing you can. In a world of distraction and slop you can always grow and expand in the future. Why not FOCUS, make interesting technical decisions, different business choice and strong artistic choice in developing for one console first.
Claire Blackshaw
Technical Director at Flammable Penguins Games
Shipping games since PS2 era, queer creative based in London, her perspective spans from assembly to stage plays. Her career working on platform PS4, PS5 and PSVR1/2 at PlayStation, Climax, and Jagex. At Sony as Senior Online Consultant for Europe, she worked closely with Strategic Content helping indies on console, and her own background includes releasing one of the early titles for XBLA. Currently Technical Director at Flammable Penguins Games, she continues leading technical work, contributing to Godot and started PlayStation Community port of Godot.
Claire was recently featured in Kelly Vero’s book Breaking Through Bytes: Women Shaping the Digital World for her ongoing contributions to the games industry and VR.