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UNITY / LIVE ENTERTAINMENT / 2022

Chimelong performance optimization

Main programmer & asset optimization

Professional work · Super 78 · Live show

A live character experience was running at roughly 13 FPS late in development.

Roughly 13 FPS → over 60 FPS, preserving the show’s visual quality.

Watch on YouTube ↗
01

Problem and constraints

Joined the final stage of the Unity-based Cute Animal Party experience at Chimelong Spaceship. The existing codebase and heavy assets were running at roughly 13 FPS. The show had to remain visually consistent while accommodating client revisions.

02

My ownership

Took over as main programmer and performed Unity profiling, C# rewrites, and Maya asset optimization. The character experience and production were team work; the supplied materials attribute the performance work to Stephen, not the entire show’s creation.

03

Implementation and key decisions

Used Unity profiling to identify performance issues, rewrote large parts of the C# code, and optimized heavy Maya assets. The materials do not identify specific hot paths, CPU/GPU costs, or individual asset changes, so this breakdown does not assign the improvement to an undocumented technique.

04

Results and supporting evidence

Published performance moved from roughly 13 FPS to above 60 FPS without visual changes. The project is described as performing live for guests daily. The public show video provides production context; it is not a benchmark capture.

05

Limitations and lessons

Hardware, Unity version, scene conditions, measurement procedure, and before/after profiler captures are not supplied. The result is self-reported in the portfolio and resume. A comparable benchmark and the top three changes would make the improvement reproducible and easier to evaluate.

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