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February 17, 2020
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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

Posted by Ruben Torres Bonet on Wed, 12 Feb 2020 10:28:00 EST in Programming, Console/PC, Serious, Indie, Smartphone/Tablet, VR
The common wisdom says "profile, optimize, repeat". Let me warn you: this won't always work. When you're done optimizing your low-hanging fruits, gains of 0.1 milliseconds/week become normal. This is when CPU Time Slicing can save your project.


Posted by Ruben Torres Bonet on Tue, 04 Feb 2020 10:17:00 EST in Programming, Console/PC, Serious, Indie, Smartphone/Tablet, VR
Here's a Performance Checklist for Unity for you that I've been writing over the years. Use it to improve your game performance and avoid funny bottlenecks. Enjoy!


Posted by Ruben Torres Bonet on Tue, 28 Jan 2020 10:54:00 EST in Programming, Console/PC, Serious, Indie, Smartphone/Tablet, VR
Upset at Unity's greedy behaviour? Stop this engine from stealing your memory on disabled game objects. You can do this with Unity: Save Memory now.


Posted by Ruben Torres Bonet on Thu, 23 Jan 2020 10:21:00 EST in Programming, Console/PC, Serious, Indie, Smartphone/Tablet, VR
Here's how to choose the compression settings for your Addressable Groups and Asset Bundles to reduce wasted performance and storage cost


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+



Ruben Torres Bonet's Comments

Comment In: [Blog - 02/04/2020 - 10:17]

Thanks for your words Richard. ...

Thanks for your words Richard. How did your port end up

Comment In: [Blog - 01/23/2020 - 10:21]

You 're very welcome, Dustin ...

You 're very welcome, Dustin

Comment In: [Blog - 01/17/2020 - 10:39]

Thanks Eric ...

Thanks Eric

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 ...