2. ● Who we are?
● The problems
● Your best friend: Profiler!
● Memory optimization
● CPU optimization
● Best practices for mobile games
Agenda
2
3. 3
AQUIRIS, 12 YEARS
Founded in 2007, the studio has a team of around
80 people, and its mission, since the very beginning, has been on delivering the
best artistic, technical and gameplay quality to the players, developing its own IPs,
or co-developing games with top notch global publishers.
+
Two business units
+
Co-development Proprietary IPs
AQUIRIS has two studios located in Porto Alegre, south of Brazil, inside
a tech park called TecnoPUC, alongside of an University with great
access to talents.
Horizon Chase Turbo is exactly the kind of arcade-inspired racing game the industry
has needed.
HARDCORE GAMER
“
ACCOLADES TRAILER WEBSITE
VIDEO REEL
4. 4
2007
Foundation: the dream
takes off
2008
Pioneers: 1º first brazilian
studio to launch a
Unity game
2009
Crunch Time: +10 projects
in 2 years | Our first Online
Multiplayer
2010
Unity 3.0 Official
Demo | Cartoon Network
Partnership begins
2012
Release of “Dragons: Wild Skies”, the most
played game in CN’s portal of 2012
2013
Ballistic is “Unity Award - Technical
Achievement” Finalist
2011
First Ballistic Prototype,
named Critical Mass, in
partnership with Aeria Games
2014
Cheers! Series A Investment Round | Copa
Toon 2014 one of the best selling game in
Latam
2015
Horizon Chase: World Tour
Multi Awarded Game
+10 MM organic downloads
2016
Cartoon Network Superstar
Soccer: GOAL!, the sequel
of Copa Toon 2014
2017
Ballistic Overkill on Steam
+150k units sold
2018
Looney Tunes:
World of Mayhem
Publishing by Scopely
2018
Horizon Chase Turbo
Steam & PS4 - May
Switch & XBOX - Nov
24. ● Focus on early game features (product KPIs)
● Find the best compression for the platform
○ Android:
■ RGB: ETC Crunched (50% Quality)
■ RGBA: ETC2 Compressed e ASTC 6x6
○ iOS:
■ RGB e RGBA: ASTC 6x6
● Budget for assets (memory, file size, draw calls)
● Cache pool (even for Lists, Dictionaries, and so on)
More optimizations
24
32. ● Keep draw calls at a lower rate
● Use threads for parallel operations (Coroutines run in the main thread)
● Keep the class constructor simple
● Review the third party plugins performance as well
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More optimizations
34. ● Always use the profiler to validate you hypothesis
● Profiling on Unity Editor is different than profiling on mobile devices
● Collect metrics to analyse and compare with previous data
● Prioritize the test on low end devices
● Avoid early optimizations
Takeouts
34
35. We are hiring!
● Senior Game Programmer (Unity)
● Backend Programmer
● Producer
● Senior Game Designer (Free2Play)
https://www.aquiris.com.br/work-with-us
35