Episode 92: Optimizing Your Game for Performance with Lisa Hicks & Dan Moran

Double the flavor, double the fun!

We’ve got a pair of Sprocketeers, in Dan Moran and Lisa Hicks, joining us today to talk about methodologies, tools, and techniques used to help optimize games for performance. We take a fairly high-level view of optimization techniques, which makes the discussions in this episode easily applicable to wherever you are in your game development journey.

This episode is a product of a Debug Lounge (our Facebook group) thread about episode suggestions. So, a special shout out to Scott for suggesting that we talk about optimization, performance, and profiling! Check out The Debug Lounge and feel free to suggest an episode topic that you’d like to hear more about.

Thanks for tuning in this week and we hope you enjoy the show! Send any questions about performance and optimization to: thedebuglog@gmail.com

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Episode 93: Evolution of Game Networking


  1. Tot
    June 7, 2018 at 4:37 pm — Reply

    Is there a link or download for the whitepaper mentioned about Epic Game’s Fortnite’s 3D rendering engine? For context, it was when they were discussing how it does lower definition sprite rendering for more distance objects to optimize. Sorry for no timestamp. I can find it if need be.

    • Tot
      June 7, 2018 at 4:44 pm — Reply

      More clarification: LOD talk @ 40 minute mark, ending comment about 3D meshes at a distance where Epic recently published a paper on their technique

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