
Aztoon
Senior Unity Performance Engineer Refactoring Specialist
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Procedurally Generated Tower Defense Optimization Case
Study Case • Freelance
Dec 2025 - Dec 2025 • 0 mos
As a Senior Unity Performance Engineer & Refactoring Specialist, I help indie developers and studios solve the most painful performance problems in Unity games. My latest project (completed December 2025): full architectural overhaul of a procedural generated Tower Defense game. Before optimization: FPS: 63.9 (unplayable at wave 7) CPU overhead: 11,900 Update() calls/sec GPU bottleneck: 7,277 batches, 9,125 shadow casters After 6 phases: FPS: 144.1 (VSync-locked) → +125% improvement Update() calls: 50/sec → –99.5% Batches: 1,917 → –74% Shadow casters: 83 → –99% Delivered clean, scalable codebase with ECS-inspired systems Complete documentation package: 136+ pages (Architecture Handbook, Performance Guide, Developer Guide, Sales Deck) I specialize in: • Replacing monolithic Update() hell with centralized batch-processing systems • GPU optimizations (SRP Batcher, GPU Instancing, shadows & light probe fixes) • Runtime fixes for prefab/FBX import issues • Object pooling, caching, and allocation-free code • Full project audits with before/after metrics & professional handover Every project includes: Detailed performance report Clear, measurable guarantees Maintainable architecture English documentation for any team I’m open to fixed-price contracts (from quick audits $1,200 to full overhauls $3,500–$5,500) and long-term collaborations. If your game suffers from FPS drops, high batches, Update() overload or legacy spaghetti code — let’s fix it. Drop me a message with your current stats (FPS, batches, profiler screenshot) — I’ll give you 2–3 quick win suggestions for free.