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August 25, 2019
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Ruben Torres Bonet's Blog


I am Rubén Torres Bonet and am presently working as a Technical Lead at Exozet Games.

My main tasks are the technical representation of my company, as well as constantly improving our processes through training, research, constant feedback and especially self-awareness.


I have worked in games such as:

Other projects I led/lead:


  • Gamedev architecture
  • Graphics
  • Hardware and optimization
  • Research

I speak fluently Spanish, English and German. Currently learning Italian and mostly forgot French.

My favourite videogames: EverQuestStarcraft 2Faster Than LightXCom 2Team Fortress 2Heroes of the StormFF VIIDiablo 2The Binding of Isaac and the list goes on.

My preferred boardgames: GloomhavenTerraforming MarsArkham Horror LCG.

Feel free to contact me in Linkedin and check my blog.


Member Blogs

Posted by Ruben Torres Bonet on Tue, 03 Jul 2018 10:58:00 EDT in
After working six months on the remake of Diamond Dash with Unity I can say that I learned quite a bit from engineers at Wooga and through self reflection.

Posted by Ruben Torres Bonet on Thu, 19 Apr 2018 09:41:00 EDT in Programming, Console/PC, VR
I did some research and write an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why? Because it concerns you, it concerns me. It will eventually change the way you have to work. The readier you are, the better off you will be.

Posted by Ruben Torres Bonet on Wed, 11 Apr 2018 10:22:00 EDT in Programming, Console/PC, Serious, Smartphone/Tablet
The purpose of this document is to tell the story about the steps and methodology I followed to diagnose and improve the performance of Catan Universe in mobile (iOS, Android) with benefits to WebGL. The path from 2 FPS to 50-60 FPS in two weeks.

Posted by Ruben Torres Bonet on Mon, 25 Jul 2016 11:17:00 EDT in Programming, Console/PC, Indie, Smartphone/Tablet
How to randomly position gameplay elements in a way that they make sense being influenced by external factors? With some simple statistics I will position the doors in my dungeons. The same can also be applied with monsters, looting, luck, dynamic events.

Posted by Ruben Torres Bonet on Fri, 22 Jul 2016 03:32:00 EDT in Programming, Console/PC, Indie
Since version 5, Unity has shipped a new tool for visually debugging your frames: the†Frame Debugger. Iíll briefly describe how to use the frame debugger and afterwards Iíll point out the drawbacks that can be addressed through other tools.

Posted by Ruben Torres Bonet on Fri, 27 May 2016 09:55:00 EDT in Programming, Console/PC, Smartphone/Tablet
Differences between UIImage and SpriteRenderer and performance implications

Ruben Torres Bonet's Comments

Comment In: [Blog - 07/03/2018 - 10:58]

Hi there. Indeed, coroutines can ...

Hi there. Indeed, coroutines can potentially generate lots of garbage depending on the local variables you declare. Unity advises against long-lived coroutines with lots of allocations. If they are simple and you know what you are doing, it will be all fine. r nIn our case, we used commands coroutines ...

Comment In: [Blog - 04/19/2018 - 09:41]

Hi Anonymous reader Thanks for ...

Hi Anonymous reader Thanks for your message. r nFor starting out with the pipeline I could suggest Render Hell 2.0 a quick search should show the website . They have interesting videos about it. It also helped me a lot to do some programming with opengl, since one has to ...

Comment In: [Blog - 04/18/2018 - 04:19]

It looks like you spent ...

It looks like you spent quite a bit of time on this, thanks for that. r nThis post is just one example why it 's great to make source code available.

Comment In: [Blog - 04/11/2018 - 10:22]

Thank you for your kind ...

Thank you for your kind words, I 'm happy to hear it helped.