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Ruben Torres Bonet's Blog   Expert Blogs

 

We finally meet.

I am Rubén Torres Bonet, presently working as a Senior Game Programmer at ForceField XR in Amsterdam. Previously, I was a Technical Lead at Exozet Games.

I have worked in games such as: Star Trek Bridge Crew (Oculus Quest), Anne Frank House VRTime Stall, Catan Universe, Diamond DashJelly Splash,  Blackguards, ​Carcassonne,​ Jochen Schweizer VR,​ ConcertVR PS4....

Interests:

  • Gamedev architecture
  • Graphics
  • Hardware and optimization
  • Research

Reach out in Linkedin and my blog.

 

Expert Blogs

More content would be a great fit for my game, I thought. But I paid the price for my ignorance in proper Unity Memory Management.


Posted by Ruben Torres Bonet on Tue, 14 Jan 2020 11:27:00 EST in Programming, Console/PC, Serious, Indie, Smartphone/Tablet
Can you guess why keeping Draw Calls at bay is today more relevant than ever? Don't let them screw your game. Find out how to use modern batching in Unity 2020+


Posted by Ruben Torres Bonet on Thu, 02 Jan 2020 10:21:00 EST in Programming, Console/PC, Serious, Indie, Smartphone/Tablet, VR
What happens when memory allocations go out of hands, are out of your control and you have to ship a game?


Posted by Ruben Torres Bonet on Fri, 27 Dec 2019 11:31:00 EST in Programming, Console/PC, Indie, Smartphone/Tablet, VR
Do you have a Christmas present for your players? Well, just make sure it's not a memory crash. Those happen when greedily using countless assets from the store. Don't dump the assets, just adopt a clever strategy with Unity Addressables Prefabs.


Posted by Ruben Torres Bonet on Tue, 17 Dec 2019 01:43:00 EST in Programming, Console/PC, Indie, Smartphone/Tablet, VR
Videos are crucial, but they feed on storage space. They'll milk till the last bit of your players' drives and skyrocket your game installation times by hours. Would you enjoy staring at a progress bar for 12 hours? No problem, Addressables has your back.


Posted by Ruben Torres Bonet on Wed, 11 Dec 2019 10:37:00 EST in Programming, Console/PC, Serious, Indie, Smartphone/Tablet, VR
It's Christmas time. More than ever, I feel like cutting my content update iteration times by 90%. Do this by allowing your players to download your content on-demand. Here's how you do this with Unity Addressables CDN.



Ruben Torres Bonet's Comments

Comment In: [Blog - 01/02/2020 - 10:21]

Thanks Chris, I 'm glad ...

Thanks Chris, I 'm glad it helped.

Comment In: [Blog - 11/26/2019 - 10:28]

I 'm glad it helped, ...

I 'm glad it helped, Ekin. Cheers

Comment In: [Blog - 11/21/2019 - 10:25]

Hi Brian. r nOne can ...

Hi Brian. r nOne can do that in some cases to shave off a bit from loading times indeed. That will not work for run-time instantiated prefabs though. It will also require substantial refactoring if your scripts rely on GetComponentsInChildren type of calls during Awake. r nOther than those two ...

Comment In: [Blog - 11/12/2019 - 10:48]

Thank you. How were the ...

Thank you. How were the gains you got in your project

Comment In: [Blog - 11/04/2019 - 10:06]

That was a moment where ...

That was a moment where I shamefully got bothered at real-life latency.

Comment In: [Blog - 10/16/2019 - 11:03]

Hey Brian, r n r ...

Hey Brian, r n r nThank you for your constructive comment. You do seem to really have worked with S3 in the past are you still considering it for future projects r n r nI 'll refine my article to include the information you specified. r n r nRuben