Understand & Apply Best Unity Performance Practices
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“I was tired of the long profiling sessions that only led to marginal performance gains. So I focused on game performance for years, studied the best developers in the area and developed my own techniques to ship high-performing games consistently.
Now I share them with you…”
Dear future game performance expert,
How do you ship high-performing games consistently without the sweat, blood and tears most game developers suffer from?
That’s a topic I have been working on for the last 10+ years.
How would it feel to open your game analytics, only to see 5-star reviews of your high-fidelity game… running on a 10-year-old device?
What if you could optimize any scenario, for any device, no matter its complexity to the frame-rate your player expects?
Can you imagine the confidence you would project in all these job interviews that only seem to focus on Unity performance and best practices?
How easier would your professional life be if you knew the exact tools and workflows you needed to follow to never be stopped by the dreadful red numbers (i.e. 10 FPS)?
What about the respect you would gain from your colleagues and bosses once you knew and applied the industry’s best practices that 99% of developers aren’t aware of?
I know every game developer wants that.
The problem is that there is no quality content that teaches you the insider secrets that only big companies with AAA budget know.
I myself struggled with most of these areas until I started working from professionals more experienced than myself. Until I put consistent focus and work on game optimization.
Only then I discovered how important it was to have a structured workflow that would lead me from A to B without detours.
I know we all could eventually get to 120 FPS by trial and error. But the question is: do you have the time for that?
That’s why I spent over a decade developing the optimization techniques that you are about to learn.
The little-known strategies and tactics that will bring your game performance from virtually 0 FPS to your performance target.
And let’s be honest…
Frame-rate is just one metric.
The area of performance is much broader than that.
It won’t matter if you get your game rendering at 120 FPS… if it just takes 2 minutes to crash into the desktop.
Another fact? Your frame-rate doesn’t matter either if you make your players wait over 10 seconds in your loading screens.
Both issues lead to an immediate uninstall. A loss of revenue. A loss of a positive review. A gain of a negative one.
That’s how the world is nowadays.
No one will care about your game if it does not meet the performance standards set by modern players.
And if your game doesn’t sell well, you won’t get the promotion you worked so hard for.
And worse yet, you will start “just another project” only to see the exact same performance problems.
What can 120 FPS give you if these issues ruin the experience of your players?
You see, it only takes one top-voted negative review to stop players from buying your game.
I know that also from my own experience.
There are more games than time I have to play them.
When I look for my next game in Steam, it only takes a negative review to remove the game from my cart.
And low frame-rate, hitches, loading times are a bunch of these common factors I see over and over again in these negative reviews.
And talking about performance…
Yes, I know.
Performance optimization can be hard…
But it doesn’t have to be.
Performance optimization is only hard if you have to figure out everything by yourself.
But in the games industry, there will be very few moments when you will be the first one in the world to solve a problem.
That’s why performance optimization becomes actually easy.
You just need to to learn from someone who already suffered the nuances of Unity. The dreadful draw calls that aren’t batching. The almost-invisible triangles that skyrocket your overdraw levels and brings your frame-rate down to single digits.
So you can learn from someone who spent over a decade building the performance techniques that actually move the needle in the real world.
In the real-world, yes. I’m not talking about adding 1,000 cubes into a scene. We all have seen that already.
Hey, I’m Ruben Torres.
I’m the founder of the Game Performance Taskforce. I mentor hundreds of game developers to enable them to ship high-performing games in a consistent manner. And I consult with game studios to help them reach their performance goals.
I run TheGamedev.Guru where I help fellow game developers like yourself become more efficient at, well, developing efficient games.
I have worked for and with companies like Wooga, Volkswagen, Audio, Ubisoft, Forcefield XR, Exozet, Halfbrick Studios, XR Bootcamp and many more.
Along the way I have worked on many VR experiences and also games such as Star Trek Bridge Crew (Oculus Quest), Catan Universe, Diamond Dash, Time Stall, Anne Frank and AAA games I can’t (yet) mention.
I am an official Unity insider and you might have seen my name in blogs like Unity, Gamasutra and GameDev.Net where I publish regularly. You might even have taken any of my performance courses I offer here at TheGamedev.Guru or even at XR Bootcamp.
But yes, I am not “just a content creator”.
I do what I preach. I teach you only the optimization techniques that serve me well in production games played by well over 50 million players..
That’s how I earn the cake. Yummy.
Just like you, I have spent sleepless nights squeezing “just a few” milliseconds off the hardware.
I know. I can hear already the famous “That’s great Ruben but why should I care?”
Here’s the thing…
All I got was a 15 FPS project and I was told “make it 60”.
And having just a few weeks for that, I can definitely tell you I was out of my comfort zone.
I had no one to ask about “best practices” or “next steps”.
And there was no content or tutorials on how to do real-life performance optimization. The tutorials on 1,000 cubes didn’t help.
No one understood performance.
Worse, no one cared.
That all changed when I spent years putting my own research into real-life optimization.
And that got even better when I got to work with the best of the industry.
You see, sometimes all it takes to level up as a developer is to find a good mentor.
Somebody who has already done several times what is so hard and confusing to do — performance optimization.
And because I know very well how it feels to have no clarity… I want to offer you my mentorship.
Have you ever felt like you didn’t know where to start?
Performance problems can quickly overwhelm even the most expert game developer…
It only takes you to see a red number — 5 FPS — to get this umconfortable feeling that no way in hell you are going to make it…
Many developers have that nagging feeling.
Like there is so much to be done… but there are too many variables and it’s hard to tell where to start.
And more importantly, it’s unclear what the next steps should be.
And that usually arrives at the worst moment: release deadlines.
Yes, you don’t have weeks to spend on optimization. You need to ship a project. You need the quickest route to your target FPS.
In fact, if you just could focus on your gameplay systems instead of performance…
Ask somebody who has done this over dozen times.
Doing a game performance audit is difficult.
After all, you need to dissect over 50 performance metrics.
You must not only understand the meaning and impact of each metric, but also be able to find the metrics that actually matter to you.
Imagine you could explain with simple words to your colleagues and supervisors what the problem is, and what you are going to do about it.
Whom would they trust for the area of game performance from now onwards?
Now, why am I telling you to imagine you these scenarios…?
Well, because you can become that developer.
And that’s why I’m excited to introduce you to the Game Performance Taskforce.
Unlike most developers, you will stop building technical debt by dealing with performance problems upfront.
In fact, since you will learn best practices, the performance problems you will face will be totally under your control and easily fixable.
No more “optimize from 0 to 72 FPS in 2 weeks”.
Instead of building technical debt that will cost you months of work later down the road, you will face problems right away, even before they happen.
Have you ever heard a developer saying that?
I was guilty of this myself several times.
“It’s fine, we can deal with optimization later on. After all, premature optimiz…”
And there you have it. Performance bottlenecks in your face before you can finish that sentence.
Just like Unity, Epic Games and expert game developers say, you need to track performance from day one.
Surely you don’t need to focus on performance for a prototype.
But at some point, you will switch your focus from “prototyping” to “developing”.
As soon as that happens, you must make performance a priority.
If you don’t do that, you’ll end spending months of frustrating work that no one takes pleasure from.
And this is why I want to mentor you.
Because I have the confidence I can help you skip the long over-hours many developers face when squeezing milliseconds off the hardware by trial and error.
Because I know that your life will become simpler with the techniques I am about to teach you…
By joining the Game Performance Taskforce, you will learn the best-kept “secrets” of the games industry.
Every week. In video format.
Secrets you won’t find on my blog or YouTube.
Instead of settling for releasing unfinished products, you will develop high-performing projects from day 1.
The alternative is to keep building technical debt that delays your release or worse, leads to publishing a broken game. I mean, look at the release of Cyberpunk 2077, Batman Arkham Knight, etc..
You don’t want 30 FPS games to disappoint your players and put a mark in your CV.
In the Game Performance Taskforce, you will get exclusive content every week on different aspects of game performance that very well affect your project and professional career.
Each week, you and I will focus on one of the four game performance pillars.
Let me show you around.
Here’s the video content you’ll get in a typical month:
🥳 Occasionally, there will be live lessons so you can ask your questions on the fly.
We cover (very much) real-life scenarios:
Of course, the Game Performance Taskforce is more than that.
As I said, performance is broader than most developers think.
We will deal with efficient game architecture, high-performing C#, optimizing battery drain, setting up CD/CI with efficient caching policies, cloud delivery distribution, etc..
Every lesson delivered week by week, in Full-HD format.
But I don’t want to spoil all of it yet.
So if you want to stay up to date in this ever-changing industry, joining the Game Performance Taskforce is the wise way to go about it.
You are about to get access to the perfect balance between high and low level optimization techniques that will 10x your gamedev career.
You will gain access to commercial-free, exclusive video content not available on my blog or on YouTube.
You will go deep into subjects that are extremely relevant in the industry.
I update the content of this membership on a weekly basis.
And on top of that, you are getting some juicy bonuses.
Want to have a look?
Questions? Let’s get in touch at email@example.com
I provide you with the finest industry-proven game optimization strategies that will help you reach your performance goals.
You either substantially improve your game's frame-rate or you cancel your membership at any time.
No small letter or hidden terms... No risks, no hassles.
It's that simple.
The knowledge and passion Ruben has for optimization is to be admired.
I highly recommend his course
It’s thanks to Ruben and his really well structured blogs that I was able to first of all understand these and then also to transform my whole project to Addressables in record time.
He looks at so many angles and even has been available to personally help with additional questions I had. I can only applaud his passion and willingness to share.
I am very happy that Ruben offers this 1:1 coaching at all, because I can read through tons of articles and lists of possible improvements, and still not be able to apply the different steps to my very own project.
His 1:1 coaching was definitely not only a time- and money-saver for this project, but he also has great skills to boil down complex information into chunks that are easy to understand and apply.
Allow me to begin by saying I am a happy customer, it was a lovely course on Addressables!
After requesting additional content on integrating Mirror Networking with Addressables, Ruben went as far as to add a lesson about it.
Ruben: if you ever make another course, please do hit me up with an e-mail!
I appreciate all the content you write. It really helped me grasp the true power of the addressables package.
I used to struggle a lot with memory consumption, crashes, high cpu usage etc.. and your content helped me overcome a lot of obstacles.
I signed up to the course you’ve created and finished several chapters already and am very excited to keep reading
Ruben is deeply knowledgeable about every aspect of Unity development.
He figured out the issue I had been struggling within minutes.
His expertise is worth any price.
Yes. Over 95% of the content is platform-agnostic.
Some lessons might be specific to Windows (and possibly Linux), such as those involving RenderDoc.
Once you enroll in the membership, you will get full access to the Game Performance Taskforce Vault
I’ll do my best to find a timeslot that suits you.
If you can’t make it to the event, that’s no problem because you’ll be able to watch the entire replay in the members area.
It is a recurring subscription that you can cancel at anytime.
If you pause or stop your membership, you will lose access to the members area and the bonuses such as Discord channel and live Q&A
Send me an email at firstname.lastname@example.org and I’ll answer straight away.
Each month, you will get access to four new lessons on each of the game performance pillars.
On the first week, one new lesson on PRO perormance.
On the second week, one new lesson on CPU performance.
Third week: GPU lesson
Fourth week: MEM lesson
After a year, that’s about 48 lessons (12 of them live):