Switch 2 Optimization, AI Scandal, and Release Direction – Highlights from an Interview with Stellar Blade Developers

Switch 2 Optimization, AI Scandal, and Release Direction – Highlights from an Interview with Stellar Blade Developers

Third-person action game Stellar Blade will be released on PlayStation 5 in 2024 and PC in 2025, and soon it will be available on Nintendo Switch 2 in full version, which will include all released content. At the 2026 Tokyo Game Show, Shift Up Studio CEO Kim Hyun Tae accepted a detailed interview with the Korean portal website Because of the textin which he discusses not only the upcoming port, but the game as a whole. We’ve prepared a summary containing all the important information from this conversation in a concise form.

Switch 2 Optimization, AI Scandal, and Release Direction - Highlights from an Interview with Stellar Blade Developers
  • To ensure a smooth gaming experience on Nintendo Switch 2, the developers are targeting a stable 60 FPS in both handheld and docked modes. While some scenes may experience frame drops of up to 50 frames, engineers have done a great job leveraging both NVIDIA DLSS upscaling technology and AMD FSR software implementation to maintain the original character appeal, high resolution, and dynamic action comparable to PC and consoles.
  • The developers noticed that the unique features of the Joy-Con controllers were often overlooked in other projects, so they decided to actively use them in the game’s additional activities, so as not to change the basic combat mechanics. In particular, motion controls are used in the fishing mini-game, a special mouse mode is also implemented, and the haptic feedback system is carefully adapted to the functionality of the Nintendo controller. The use of these new features is focused solely on side content to ensure the core gameplay experience remains the same across all platforms, but still allows the Switch 2 version to offer players its own unique charm.
  • Starting with PS5, then moving to PC and now Switch 2, the gradual expansion of target platforms has made the studio realize that not all players have equal access to games, so in the future they plan to more actively adopt a multi-platform approach to attract new audiences.
  • The team emphasized that the technical characteristics of different platforms will not limit their creative freedom, nor will it force them to resort to self-censorship, so the heroine’s costumes have not changed in the new version. The only small change was that the blood on one character’s severed arm was slightly darkened due to concerns to make the wound look more mechanical, but this wasn’t an externally imposed decision and didn’t hurt the overall narrative at all.
  • Initially, protagonist Eva was conceived as a soft-spoken character so that players could more easily connect themselves to her and not lose immersion because she was too independent and unpredictable. However, over time, the developers, who initially thought the heroine was a bit “empty” because of this approach, were surprised to find that fans genuinely fell in love with her purity, honesty, and absolute kindness. Executive Kim Hyun-tae realized that kindness itself is a very strong character trait that he had forgotten, and came to the philosophical conclusion that characters only gain real life and depth as they pass from the hands of creators to players.
  • Commenting on the negative audience reaction to the recently released AI-generated music video for Star Blade: Blood Rain, the developer admitted its mistake and sincerely apologized for passing off internal AI lab experiments as official promotional content before the game itself was released. The studio promises that in the future such experimental material will not be released under the guise of an official release, but they do not intend to completely abandon the use of artificial intelligence in the future, as this is not possible in modern reality. Going forward, the company intends to clearly separate research projects from core content, and feels its direct responsibility is to openly explain to players exactly how the technology is used, so that it can ultimately focus on showing real gameplay.
  • Against the backdrop of changes in the global gaming industry, including massive layoffs in the West and the failure of old successful models, Kim Hyun-tae seriously reconsidered his views on game design and realized the industry needed bold challenges. His personal experience playing Crimson Desert, which he admits he hasn’t finished yet, has been hugely influential, proving to him that players are incredibly smart and motivated people who are willing to passionately immerse themselves in projects they love. If earlier he believed that games should be simple and easy because people get tired after a day at work, now he believes that projects should not constantly hold players’ hands, but must challenge them to inspire them to find effective paths independently.
  • Developers have expressed serious concerns about the general increase in the price of computer equipment, saying that the situation – caused in part by the growth of the artificial intelligence industry – represents a real natural disaster for ordinary gamers. In this regard, the head of the studio has shown great personal interest in DLSS 5 software technology. This technology does not rely on specific hardware and can improve image quality without purchasing expensive graphics cards. Although this technology has not yet been integrated into their games, Kim Hyun-tae is very hopeful that in the future such software solutions will allow graphics to be developed independently of hardware capabilities while maintaining the artist’s original vision, but he noted that this will bring new challenges for developers to meet the growing expectations of players.
  • The decision to release a physical version of the game on Nintendo Switch 2 with a complete cartridge was driven by a desire to support the culture of collecting and physical game ownership, which is now a hot topic of discussion in the digital age. Kim Hyun Tae, a long-time fan of video games, believes that when a box containing a game can sit on a shelf, be admired, taken out to replay regularly, or loaned to a friend, it is an extremely valuable and important experience. That’s why the physical edition has been carefully prepared, with the back cover featuring exclusive mock-up artwork by artist Jung Joon-ho, making this edition a truly unforgettable piece for fans.
  • As part of celebrating the launch of the new console, a massive collaboration with the Bayonetta series was announced, a series that the head of Shift Up considers to be one of the three best action games of his life and a long-time dream of his. Thanks to successful negotiations with PlatinumGames head Atsushi Inaba, four new outfits will be added to the game completely free of charge for all platforms: Bayonetta and Jeanne’s classic outfits, the rare white robe of a nun from the game’s introductory scene, and a unique outfit with a raven pattern created especially for Eva by Shift Up designers. The developers recreated the original costume, transferring all textures with extreme precision, even the small inscriptions on the black fabric. Kim Hyun-tae’s designer costumes are particularly highly recommended for their unique hairstyle and details that highlight the action animation. The studio also looks forward to working more closely with PlatinumGames in the future.
  • Shift Up has been actively developing its own publishing space for more than a year, and plans to independently publish sister studio Unbound’s games and projects on digital stores, as this is what they do best. They do not intend to become an absolute monopoly on game distribution and will continue to work with third-party partners and agents to release physical editions, create collector’s editions, or promote projects in specific regions. As for self-publishing service games, the studio is not currently ready to take on this task, as it will take quite a while to build the necessary business capabilities, so they plan to gradually expand the scope of their responsibilities.
  • Kim Hyun Tae maintains ongoing contact with legendary game designer Shinji Mikami, who serves as a mentor and always speaks positively of the studio’s work, giving specific and useful advice in personal meetings. While Mikami didn’t make any specific suggestions for a Nintendo Switch 2 port of Stellar Blade, they were very active in discussing the new secret project Unbound is developing. Details of the game remain closely guarded as Mikami himself will make the announcement, but Shift Up bosses promise it will be incredibly exciting, while noting Mikami’s outstanding talent for developing young developers.
  • At the moment, the company hasn’t finalized a list of target platforms for its next big project, but they intend to stick to an open strategy and release games wherever there’s an audience and the right technical capabilities. But they will never compromise or sacrifice the quality of the game itself in order to artificially squeeze the game into the framework of a weak platform. All the experience gained from porting to Switch 2 will be actively used in the future.
  • Despite the dreaded phrase “full version,” support for Stellar Blade doesn’t stop there. The author promises to feverishly continue releasing new content, and it’s possible that the first installment will receive updates even in anticipation of the release of the studio’s next game.
  • The release date of the studio’s new game will be determined entirely by the readiness of the project itself, rather than by the schedule of a specific exhibition such as Gamescom, Summer Games Festival, Xbox Showcase or The Game Awards, because for developers, it is more important “when” to show the game, rather than “where”.
  • The development of Stellar Blade came with huge financial difficulties. At one point, the studio only had three months of funds left to pay staff salaries. Many big investors directly suggested canceling the project, saying it was unprofitable, risky and unable to break even. During that dark period, the CEO himself had serious doubts and uncertainty about whether making such an expensive console game in Korea was the right thing to do, but the team gritted their teeth and persevered against all odds. Ultimately, player support proved the developers right and allowed them to prioritize a global release. Kim Hyun-tae expressed his deep gratitude to the fans and promised to repay the fans’ trust with the highest quality Nintendo Switch 2 port and perfect future projects.

A version for Nintendo Switch 2, as well as a free update for other platforms, will be released on November 6, 2026.

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