Technical Artist & Unity Support
Optimizing rendering, shaders, custom tools, and pipeline assets directly within your project.
We dive deep into your Unity projects to solve bottlenecks across graphics rendering, shader development, custom editor tools, and asset pipelines. We also assist when outsourced art assets hit engine limits.
Services Scope
Unity URP Configuration
Isolate rendering bugs and review pipeline settings to balance graphic quality and rendering load.
Shader Dev & Porting
Create and modify custom shaders using HLSL, Shader Graph, or Amplify Shader Editor.
Rendering Optimization
Locate CPU/GPU bottlenecks using Unity Profiler and Frame Debugger, providing prioritized fixes.
VFX Pipeline Cleanup
Profile and optimize heavy asset structures prone to overdraw or excessive draw calls.
Custom Editor Tools
Design and develop custom inspector panels and batch scripts to manage Prefabs, Materials, and FBX files.
Pipeline Workflows
Set up stable asset ingestion, lightmapping, and transition to Addressable Asset Systems.
RenderTexture Systems
Prototype and implement RenderTexture effects for mini-maps, custom UI overlays, and visual techniques.
Integration Support
Assist with integrating Spine, Timeline, VFX Graph, and Particle Systems into existing codebase structures.
Our Strengths
Deep Project Integration
We resolve core pipeline blocks, going beyond simple art asset hand-offs to fix configurations and data structures.
Shader & Tool Integration
We look at both visual fidelity (shaders) and reproducibility (editor tools) to keep workflows clean.
Load vs. Quality Balance
We prioritize performance gains based on profiler numbers while preserving the intended artistic feel.
Cohesive Documentation
We provide clear handover documents and modularized scripts to make collaboration with internal TAs easy.
Ideal For Cases Like
Heavy builds, but lack hands
We assist even when you already know the profiler bottleneck but need hands to implement fixes and settings adjustments.
Limited by Shader knowledge
We write code-based or graph-based shaders aligned with your project's code standards and workflow limits.
Broken asset pipeline
We step in to organize naming conventions, folder structures, and script setups when mass production starts failing.