Looking for Advice & Potential Collaborators: Scaling Console Modding + Portable Builds Into a Real Business

Looking for Advice & Potential Collaborators: Scaling Console Modding + Portable Builds Into a Real Business

Hey everyone,

I’ve been thinking seriously about turning my console‑modding hobby into a sustainable way to make a living from home, and I’d love to get input from people who’ve been in the scene longer — as well as anyone who might want to collaborate.

My long‑term goal is to build a small company focused on harvesting old / broken consoles and recycling them into fully working portables. I’m especially interested in doing this at a scale that goes beyond one‑off hobby builds, using more industry‑level techniques like:

  • Custom PCBs
  • Proper thermal solutions
  • Professional‑grade plastics
  • Injection‑moulded shells instead of hand‑cut cases
  • Repeatable assembly processes
The challenge, of course, is funding. Injection moulding, tooling, and batch manufacturing require upfront investment that’s hard to cover as a solo builder. I’m trying to figure out:

  • Ways to raise funding from home (crowdfunding, preorders, small‑batch prototypes, etc.)
  • Whether there are people here who’d be interested in collaborating on a project or even forming a small team/company
  • How others have transitioned from hobby builds to something financially sustainable
  • What realistic production methods look like for small‑scale hardware creators
If anyone has experience with scaling up, running small hardware businesses, or navigating manufacturing options, I’d really appreciate your insight. And if you’re someone who wants to build portables, design PCBs, do CAD work, or help with business planning, I’d love to connect.

Thanks for reading — excited to hear your thoughts and hopefully find a few people who want to build something cool together.

Yes I used copilot to make this concise but the love and thought is still there
 
Hey Camlusted, super glad to see you back!

This is now an AI discussion thread. But before I dump the analysis, I will say that more power to you if you can make it work (look at the Chromatic, but that's not a portable product per se,) but the logistics, legal ramifications, and manufacturing difficulties make this basically impossible, or at least a waste of any investor's money. This isn't to put you down or discourage necessarily, just a realistic look at what this venture would entail.

Using the PS2 as an example, you'd likely have to desolder PS2 components en masse to populate any new boards (although I'm not up-to-date on the status of reverse-engineering PS2 hardware,) get permission from Sony to even make the thing (highly unlikely,) and then on top of that figure out a way to turn a decent enough profit to convince potential investors to fund the venture. Not to mention you'd have to find an audience, which realistically are only the 35-50 crowd who grew up with the console.

For the amount of money the thing would have to cost vs what you could play on it, most consumers are going to opt for emulation on a Rog Ally, Steam Deck, or the like. I know I would, because for less money I could play way more games than just the PS2.

Introduction​


The revised business model involves designing, prototyping, and manufacturing custom portable game consoles from scratch, potentially incorporating original components, software ecosystems, and game compatibility features (e.g., emulation or new titles). This eliminates reliance on modifying third-party hardware but demands significant investment in engineering, tooling, and production facilities. Despite the appeal of a unique product in the growing portable gaming market—projected to reach USD 37.7 billion by 2034—the path is fraught with challenges that have doomed similar startups. This update outlines key deterrents, backed by market insights, legal analyses, and technical evaluations.




Risk Analysis​


1. Legal Risks​


Building original hardware mitigates some IP infringement from modifications but exposes the business to patent disputes in a heavily protected industry. Major players like Nintendo, Sony, and Microsoft hold extensive patents on console architecture, controllers, gameplay mechanics, and even backward compatibility features. New manufacturers risk lawsuits if designs inadvertently overlap with patented elements, such as haptic feedback or portable form factors, as seen in Nintendo's recent enforcement against developers. Securing your own patents adds costs and time, while navigating global regulations (e.g., FCC certifications) further complicates launches. Without deep legal resources, small ventures face shutdowns or costly settlements.


2. Technical Challenges​


Designing a portable console from the ground up demands expertise in hardware integration, far exceeding modification complexities. Key issues include balancing power efficiency with performance, managing thermal dissipation in compact enclosures, and ensuring battery life—common pitfalls leading to overheating, short play sessions, or noisy fans. Sourcing components amid semiconductor shortages delays prototypes, while software development for custom OS or emulation requires cross-platform compatibility testing. Prototyping and iteration cycles are resource-intensive, often resulting in unreliable products without large-scale R&D teams.


3. Market and Competitive Risks​


The portable gaming market is dominated by incumbents, creating high barriers for newcomers. With a projected value of USD 37.7 billion by 2034, growth is driven by devices like the Nintendo Switch and PC handhelds (e.g., Steam Deck), leaving little room for unproven brands. Failed startups like Ouya, Virtual Boy, and 3DO highlight issues: lack of exclusive games, poor developer support, and consumer skepticism toward new hardware. Attracting developers requires subsidies or partnerships, which startups can't afford, while mobile gaming erodes demand. Pricing above $300-400 acts as a barrier, as consumers favor established ecosystems.


4. Safety and Operational Risks​


Original manufacturing introduces liabilities in product safety, such as battery failures or electrical hazards, requiring compliance with standards like UL certifications. Supply chain vulnerabilities, including component sourcing and assembly quality, can lead to recalls or defects. Scaling production without established factories risks delays and quality issues, amplifying operational failures.


5. Financial and Scalability Risks​


Establishing a manufacturing pipeline demands millions in upfront capital for R&D, tooling, and facilities—far higher than modifications. Cash flow strains from inventory and marketing, combined with low initial sales volumes, often lead to insolvency, as seen in failed consoles. Crowdfunding (e.g., Ouya's $8.5M) provides short-term funds but rarely sustains long-term viability.




Recommendations​


This model heightens risks; consider pivoting to:


  • Licensed accessories or peripherals for existing handhelds.
  • Software-focused ventures, like game development or emulation apps.
  • Collaborations with established manufacturers for co-branded products.



Conclusion​


Shifting to original manufacturing amplifies the challenges of entering the portable gaming space, with historical failures underscoring the improbability of success. Legal entanglements, technical demands, market saturation, and financial burdens make this venture inadvisable, potentially leading to substantial losses.
 
Now I think I’ll stick to making consoles on commission one at a time man I’ll find something else to ask you guys to get on board with either way I’m gonna start a business!!

Let’s watch how it’s made pick something to manufacture and make a million of them
I heard a saying that says if you make a million things and sell them for £1 you’re a millionaire and that’s my goal
 
Hey Camlusted, super glad to see you back!

This is now an AI discussion thread. But before I dump the analysis, I will say that more power to you if you can make it work (look at the Chromatic, but that's not a portable product per se,) but the logistics, legal ramifications, and manufacturing difficulties make this basically impossible, or at least a waste of any investor's money. This isn't to put you down or discourage necessarily, just a realistic look at what this venture would entail.

Using the PS2 as an example, you'd likely have to desolder PS2 components en masse to populate any new boards (although I'm not up-to-date on the status of reverse-engineering PS2 hardware,) get permission from Sony to even make the thing (highly unlikely,) and then on top of that figure out a way to turn a decent enough profit to convince potential investors to fund the venture. Not to mention you'd have to find an audience, which realistically are only the 35-50 crowd who grew up with the console.

For the amount of money the thing would have to cost vs what you could play on it, most consumers are going to opt for emulation on a Rog Ally, Steam Deck, or the like. I know I would, because for less money I could play way more games than just the PS2.

Introduction​


The revised business model involves designing, prototyping, and manufacturing custom portable game consoles from scratch, potentially incorporating original components, software ecosystems, and game compatibility features (e.g., emulation or new titles). This eliminates reliance on modifying third-party hardware but demands significant investment in engineering, tooling, and production facilities. Despite the appeal of a unique product in the growing portable gaming market—projected to reach USD 37.7 billion by 2034—the path is fraught with challenges that have doomed similar startups. This update outlines key deterrents, backed by market insights, legal analyses, and technical evaluations.




Risk Analysis​


1. Legal Risks​


Building original hardware mitigates some IP infringement from modifications but exposes the business to patent disputes in a heavily protected industry. Major players like Nintendo, Sony, and Microsoft hold extensive patents on console architecture, controllers, gameplay mechanics, and even backward compatibility features. New manufacturers risk lawsuits if designs inadvertently overlap with patented elements, such as haptic feedback or portable form factors, as seen in Nintendo's recent enforcement against developers. Securing your own patents adds costs and time, while navigating global regulations (e.g., FCC certifications) further complicates launches. Without deep legal resources, small ventures face shutdowns or costly settlements.


2. Technical Challenges​


Designing a portable console from the ground up demands expertise in hardware integration, far exceeding modification complexities. Key issues include balancing power efficiency with performance, managing thermal dissipation in compact enclosures, and ensuring battery life—common pitfalls leading to overheating, short play sessions, or noisy fans. Sourcing components amid semiconductor shortages delays prototypes, while software development for custom OS or emulation requires cross-platform compatibility testing. Prototyping and iteration cycles are resource-intensive, often resulting in unreliable products without large-scale R&D teams.


3. Market and Competitive Risks​


The portable gaming market is dominated by incumbents, creating high barriers for newcomers. With a projected value of USD 37.7 billion by 2034, growth is driven by devices like the Nintendo Switch and PC handhelds (e.g., Steam Deck), leaving little room for unproven brands. Failed startups like Ouya, Virtual Boy, and 3DO highlight issues: lack of exclusive games, poor developer support, and consumer skepticism toward new hardware. Attracting developers requires subsidies or partnerships, which startups can't afford, while mobile gaming erodes demand. Pricing above $300-400 acts as a barrier, as consumers favor established ecosystems.


4. Safety and Operational Risks​


Original manufacturing introduces liabilities in product safety, such as battery failures or electrical hazards, requiring compliance with standards like UL certifications. Supply chain vulnerabilities, including component sourcing and assembly quality, can lead to recalls or defects. Scaling production without established factories risks delays and quality issues, amplifying operational failures.


5. Financial and Scalability Risks​


Establishing a manufacturing pipeline demands millions in upfront capital for R&D, tooling, and facilities—far higher than modifications. Cash flow strains from inventory and marketing, combined with low initial sales volumes, often lead to insolvency, as seen in failed consoles. Crowdfunding (e.g., Ouya's $8.5M) provides short-term funds but rarely sustains long-term viability.




Recommendations​


This model heightens risks; consider pivoting to:


  • Licensed accessories or peripherals for existing handhelds.
  • Software-focused ventures, like game development or emulation apps.
  • Collaborations with established manufacturers for co-branded products.



Conclusion​


Shifting to original manufacturing amplifies the challenges of entering the portable gaming space, with historical failures underscoring the improbability of success. Legal entanglements, technical demands, market saturation, and financial burdens make this venture inadvisable, potentially leading to substantial losses.
Thank you for that I feel dumb thinking I could achieve that now palmer is a G for making modretro
 
Thank you for that I feel dumb thinking I could achieve that now palmer is a G for making modretro

Don't feel dumb! A lot, if not most, people think of making their hobbies a business at some point. Unfortunately for us the complexities inherent in the process make it difficult or impossible - even selling one-off portables isn't a great money-making plan because they can take upwards of 40 hours or more to make. Even valuing your time at only $20/hr (cheap for manufacturing, PCB design, soldering, etc,) you've only got $800 to play with. By the time you factor the cost of the console itself, the related portabilizing hardware to get it running (batteries, screen, charging circuit, integrated controller, and the case itself,) you miiight get away with only $200-$300 in parts and supplies, leaving you $600-500 in profit. Assuming you find someone to buy your portable for $800.

Add to that the quality issues any homemade electronic appliance is going to have and deciding on how to handle customer repair/warranties....
 
Back
Top