> SERVICES_
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
FRAME TIME // ms
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_
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.
Hotspots, lock contention, job scheduling, main-thread stalls.
Pass costs, overdraw, shader ALU/bandwidth, draw-call overhead — and GPU-driven pipelines that remove it.
Footprint, fragmentation, allocator design, leaks — found with MTuner.
Data-oriented structures, hot/cold splitting, fewer cache misses.
SSE, AVX and NEON for math, culling, animation and physics loops.
IO and memory bandwidth, async streaming, load-time and hitch reduction.
Sustained mobile performance without throttling or draining the phone.
Compile times, tooling and pipelines so your team spends less time waiting.
> PACKAGES_
Clear scope, clear deliverables, clear price. Start with an audit to see where the time goes, or go straight to fixing it.
You know it's slow. Find out exactly why.
fixed price
We find it, then we fix it — in your codebase.
fixed scope
Engine, rendering or performance — a principal on your team.
per month
Prices are starting points, excluding VAT. Final quote follows a free discovery call. NDA available up front.
Standalone, or bolted onto any package.
48h response
Frame rate regressions, out-of-memory crashes or cert failures close to ship. We drop in and stabilize.
$1,200 / day
Fixed scope
Leaks, fragmentation and runaway allocations tracked down with MTuner and fixed at the source.
from $4,000
1 week
Can it run on Switch, mobile or the next console? Hard numbers, risks and an effort estimate.
from $5,000
Fixed scope
rprof, MTuner or custom telemetry wired into your engine and build pipeline.
from $3,500
Remote or on-site
Workshops on profiling, data-oriented design, memory and cache-friendly code.
$2,500 / day
> TOOLS_
Our engagements use tools we wrote ourselves — battle-tested on shipped AAA and mobile titles, and yours to keep.
> SERVICES_
The same low-level expertise, applied to building and shipping games. Typically 3–6 month contracts, fixed-price or time-and-materials.
Engine and graphics work on UE5 and custom engines, and bringing existing titles to new platforms.
Everything in the packages above — also available as open-ended time-and-materials work.
Tools are at the heart of every production. We build the ones that save your team time and money.
Studios we've worked with
> PROCESS_
A predictable engagement model. From first call to handoff, you always know what's happening, what's coming next, and what it costs.
A free call to understand the goal, the target hardware and the constraints. We come back with clarifying questions before anything else.
Captures on your builds and hardware establish a baseline. No guessing — the profiler decides what gets fixed first.
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.
Report, code, regression captures and a knowledge-transfer session, so the gains stay after we leave.
> FAQ_
Custom C/C++ engines and Unreal Engine. If it compiles to native code, we can profile and optimize it — including third-party middleware.
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.
Yes. Most engagements start mid-production, and Launch Firefighting exists specifically for the last weeks before ship or cert submission.
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.
Always, and before we look at any code. Client work is only mentioned publicly with permission.
Belgrade, Serbia (CET). That overlaps well with European and US East Coast teams. We work in your repo, your tracker and your chat.
Audits and sprints are fixed-price. Embedded engagements are billed monthly. Invoicing in USD or EUR.
> READY?_
Tell us about the game, the platform and where it hurts. We reply to every inquiry.