Hit your framerate. Ship on schedule.
Production engineering and technical art for complex Unreal Engine and Unity projects. We find engine-level bottlenecks, optimise the rendering pipeline and make data-driven fixes that hold performance without giving up visual quality.
UE5 ships hot. Unity scales fast. Projects regress quietly.
Performance debt compounds. One unoptimised material or a few hundred extra draw calls can become a late-stage shipping delay. Our job is to find your technical ceiling before players do.
Overdraw and shader cost
Complex translucent materials and dense assets drop frames in the most intense scenes.
Scene complexity creep
Un-instanced geometry and redundant content overload the CPU and render thread on lower-spec hardware.
Asset bloat at runtime
Inefficient streaming pools and VRAM use cause traversal hitches and platform-mandated crashes.
Profiling, optimization and technical art across the pipeline
Performance profiling
Deep analysis with RenderDoc, Unreal Insights and PIX to locate CPU and GPU bottlenecks.
GPU optimization
Draw call reduction, LOD strategy and geometry processing.
Scene and asset pipeline
Automated asset validation and level streaming to remove hitching and manage World Partition.
Materials and shaders
Custom HLSL that balances fidelity against instruction cost for each target spec.
Memory engineering
VRAM pool management and leak diagnosis for platform-constrained hardware.
Platform and QA
Target-specific tuning for PC, console and SoC-limited mobile, including certification support.
Nanite and overdraw
Static mesh optimization and custom Nanite settings cut overdraw in dense foliage and kept hero asset complexity in check.
Virtual shadow maps
Tuned VSM caching and resolution removed shadow stalls during time-of-day shifts and local point light use.
Shader complexity
Refactored master materials to lower HLSL instruction counts and reduce translucent sort cost.
Scene management
World Partition streaming distances and component culling were tuned to stabilise the render thread and stop hitching.
Engines and techniques
Deep work on Unreal and Unity rendering stacks to optimise draw calls, memory and shader cost across platforms.
Unreal Engine 5
- Nanite
- High-density geometry through programmable rasterisation and cluster culling
- Lumen
- Global illumination and reflection tuning
- Virtual shadow maps
- Shadow cache invalidation and resolution management
- MegaLights
- Thousands of dynamic shadow-casting lights via stochastic sampling
- Materials
- HLSL refactoring, shading model optimization, instruction cost reduction
- World Partition
- Streaming distance tuning and data layer setup
- Insights
- CPU and GPU trace analysis for micro-stalls and thread contention
Unity 6, URP and HDRP
- SRP Batcher
- Draw call refactoring for constant buffer throughput
- GPU instancing
- Specialised shaders for high-population environments
- URP and HDRP
- Custom scriptable render passes for post-processing
- Addressables
- Asset lifecycle management to cut memory pressure and load times
- Jobs and Burst
- Multi-threaded, SIMD-optimised gameplay logic
- Memory Profiler
- VRAM and heap audits for fragmentation and leaks
- Frame Debugger
- Draw order and render target invalidation analysis
Four phases. Profile data drives every decision.
Capture
Hardware-level profiling across your target devices.
Unreal Insights, PIX, RenderDocDiagnose
Isolate rendering stalls and memory pool overflows.
Trace audit, VRAM mappingExecute
Our engineers ship the fixes, from HLSL refactors to World Partition tuning.
Custom HLSL, pipeline hooksLock in
Automated regression testing keeps the gains in your final build.
CI/CD build validationEngagement models
Performance audit
For mid-production studios that need a technical roadmap and a clear list of bottlenecks.
- Full GPU and CPU frame-time analysis
- VRAM and memory profile deep-dive
- Material instruction cost audit
- Render thread stall diagnostic
Optimization sprint
Our main ship-readiness model. A small embedded team executes the audit fixes against your framerate goals.
- HLSL shader refactoring
- LOD strategy implementation
- Draw call batching and instancing
- PSO caching systems
- Hardware certification support
Embedded engineer
Continuous technical art and engine support for AAA and high-scale indie projects.
- Custom pipeline tool development
- On-call performance triage
- Tech art standard validation
- Ongoing memory optimization
Ship at framerate. Start with an audit.
Send your project details and target platforms. You get a scoped proposal within 48 hours.