> SERVICES_

Measure, don't guess.
Then fix what matters.

Performance, engine and rendering work for game studios. CPU, GPU, memory and load times — we profile your game on real hardware, find where the frame goes, and fix it. Built on 27+ years of engine, graphics and systems work, and the profilers we wrote ourselves.

SIGGRAPH 2015

Co-author of the world's first GPU-driven rendering engine

RECENT WORK

Embedded principal & graphics engineer on UE5 titles

Splitgate 2 · MindsEye

Splitgate 2 MindsEye

FRAME TIME // ms

16.6ms

Avg frame

–

Worst (p99)

–

Frames over budget

–

Illustrative. Averages are easy — we hunt the spikes, hitches and stalls players actually feel.

27+

years of low-level, graphics and systems programming

24

shipped titles, from PSP to PS5 and mobile

10+

platforms — consoles, PC, iOS, Android

2

open-source profilers we wrote and maintain

> OPTIMIZATION_

Where we find the milliseconds

Measure first, then fix what matters. Every change is backed by a capture, and every gain is a number you can verify on your own hardware.

CPU & threading

Hotspots, lock contention, job scheduling, main-thread stalls.

GPU & rendering

Pass costs, overdraw, shader ALU/bandwidth, draw-call overhead — and GPU-driven pipelines that remove it.

Memory

Footprint, fragmentation, allocator design, leaks — found with MTuner.

Cache & data layout

Data-oriented structures, hot/cold splitting, fewer cache misses.

SIMD vectorization

SSE, AVX and NEON for math, culling, animation and physics loops.

Loading & streaming

IO and memory bandwidth, async streaming, load-time and hitch reduction.

Battery & thermals

Sustained mobile performance without throttling or draining the phone.

Build & iteration

Compile times, tooling and pipelines so your team spends less time waiting.

> PACKAGES_

Performance, packaged

Clear scope, clear deliverables, clear price. Start with an audit to see where the time goes, or go straight to fixing it.

Performance Audit

You know it's slow. Find out exactly why.

from $6,500

fixed price

1–2 weeks
  • Profiling captures on target hardware — CPU, GPU, memory, IO
  • Frame budget breakdown per system and per thread
  • Hotspot, stall and contention analysis
  • Memory map, fragmentation & leak scan with MTuner
  • Prioritized roadmap with estimated gain per item
  • Written report + 2-hour walkthrough with your team
Book an audit

Embedded Principal Engineer

Engine, rendering or performance — a principal on your team.

from $18,000

per month

3–6 months
  • Principal-level engineer embedded in your team & standups
  • Engine architecture, UE5 rendering & GPU-driven pipelines
  • Per-system performance budgets, tracked in CI
  • Engine-level and platform-specific work
  • Console & mobile certification readiness
  • rprof / MTuner / custom telemetry integration
  • Code reviews & mentoring for your engineers
  • Launch and post-launch support
Discuss an engagement

Prices are starting points, excluding VAT. Final quote follows a free discovery call. NDA available up front.

Add-ons & one-off services

Standalone, or bolted onto any package.

> TOOLS_

We build the profilers

Our engagements use tools we wrote ourselves — battle-tested on shipped AAA and mobile titles, and yours to keep.

MTuner

GitHub

Memory profiler and leak finder. Tracks every allocation with call stacks and timeline, across PC, consoles and mobile.

MTuner screenshot

rprof

GitHub

Lightweight embeddable CPU profiler with an in-browser viewer — shipped on League of Legends: Wild Rift.

rprof browser animation

> SERVICES_

Beyond optimization

The same low-level expertise, applied to building and shipping games. Typically 3–6 month contracts, fixed-price or time-and-materials.

Engine, Rendering & Porting

Engine and graphics work on UE5 and custom engines, and bringing existing titles to new platforms.

  • GPU-driven rendering
  • UE5 rendering
  • Engine architecture
  • Console porting
  • Full cycle development
  • System maintenance
C C++ Assembly Custom engines Unreal Engine 5 D3D12 / Vulkan PS4 / PS5 Xbox Series Switch PC iOS Android

Software Optimization

Everything in the packages above — also available as open-ended time-and-materials work.

  • CPU / GPU profiling
  • Memory & leak fixing
  • Cache & bandwidth
  • Vectorization
x86-64 ARM64 SSE / AVX NEON HLSL / GLSL / Metal Compute Lock-free RenderDoc PIX

Tools Development

Tools are at the heart of every production. We build the ones that save your team time and money.

  • Profilers & debuggers
  • Editors & pipelines
  • Build & CI automation
  • Cross-platform tooling
C++ C# Python Qt Dear ImGui CMake CI

Studios we've worked with

Build A Rocket Boy1047 GamesVisual ConceptsBeamNGSaber Interactive

> PROCESS_

How we work

A predictable engagement model. From first call to handoff, you always know what's happening, what's coming next, and what it costs.

01

Discovery

A free call to understand the goal, the target hardware and the constraints. We come back with clarifying questions before anything else.

02

Measure

Captures on your builds and hardware establish a baseline. No guessing — the profiler decides what gets fixed first.

03

Optimize

Fixes land in your repo with a before/after number attached. Weekly check-ins in your time zone window, Slack or email as fits the team.

04

Handoff

Report, code, regression captures and a knowledge-transfer session, so the gains stay after we leave.

> FAQ_

Questions

Which engines do you work with?

Custom C/C++ engines and Unreal Engine. If it compiles to native code, we can profile and optimize it — including third-party middleware.

Which platforms?

PlayStation 4/5, Xbox Series, Nintendo Switch, Windows, Linux, macOS, iOS and Android. We work on target hardware — your dev kits via remote access, or shipped kits.

Can you jump in mid-production or right before launch?

Yes. Most engagements start mid-production, and Launch Firefighting exists specifically for the last weeks before ship or cert submission.

What if the audit shows there's not much to gain?

Then you get that in writing, with the evidence, and you've saved yourself a sprint. We'd rather tell you than invoice you for it.

Do you sign NDAs?

Always, and before we look at any code. Client work is only mentioned publicly with permission.

Where are you, and how do you work remotely?

Belgrade, Serbia (CET). That overlaps well with European and US East Coast teams. We work in your repo, your tracker and your chat.

How is billing handled?

Audits and sprints are fixed-price. Embedded engagements are billed monthly. Invoicing in USD or EUR.

> READY?_

Hitting your frame budget shouldn't be a gamble.

Tell us about the game, the platform and where it hurts. We reply to every inquiry.