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Optimization

Crowd Shader
Problem: Too many skeletal mesh assets with animations in a scene can be expensive
Solution: Implemented a vertex animation shader that allows a mesh to animate and follow the camera
Outcome: 10x cheaper than placing massive amount of skeletal meshes
Solution: Implemented a vertex animation shader that allows a mesh to animate and follow the camera
Outcome: 10x cheaper than placing massive amount of skeletal meshes

UE5 Asset Auditor Tool
Problem: Large Unreal projects can accumulate inconsistent asset settings, naming issues, expensive material setups, oversized textures, missing LODs, collision problems, and platform-specific optimization risks. These problems are often spread across many folders and are time-consuming to review manually. Solution: Built an EUW Tool backed by Python that scans selected assets or full folders, and flags optimization and pipeline issues using configurable rulesets for Environment, Character, Props, Mobile, and VR assets. Outcome: Helps developers quickly identify, prioritize, report, and safely fix common production asset issues.

Sci-Fi Environment Optimization Case Study
Problem: A Helldivers fan-film real-time cinematic in Unreal Engine 5 was running below the desired real-time performance target, with high draw calls, expensive lighting and shadow costs, heavy geometry, complex materials, and oversized texture usage.
Solution: Profiled the scene using Unreal’s performance tools and applied targeted optimizations across lighting, shadows, LODs, geometry, shader complexity, material baking, UV/material-slot consolidation, texture resolution and streaming, and mesh instancing.
Outcome: Improved the scene from roughly 30–40 FPS to a stable 60 FPS while preserving its cinematic lighting, atmosphere, and overall visual quality.
Solution: Profiled the scene using Unreal’s performance tools and applied targeted optimizations across lighting, shadows, LODs, geometry, shader complexity, material baking, UV/material-slot consolidation, texture resolution and streaming, and mesh instancing.
Outcome: Improved the scene from roughly 30–40 FPS to a stable 60 FPS while preserving its cinematic lighting, atmosphere, and overall visual quality.

Multiversus Banner UI
Problem: The original banner system used several overlapping translucent materials, making it expensive to render and time-consuming for VFX artists to create new content.
Solution: Rebuilt the system using a reusable parallax-based master material with built-in controls for panning, flipbooks, gradients, stencil effects, rotation, scaling, and other common VFX needs.
Outcome: Reduced draw calls and improved performance while making banner creation faster and easier for VFX artists.
Solution: Rebuilt the system using a reusable parallax-based master material with built-in controls for panning, flipbooks, gradients, stencil effects, rotation, scaling, and other common VFX needs.
Outcome: Reduced draw calls and improved performance while making banner creation faster and easier for VFX artists.
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