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Aztoon Lab
Senior Unity Performance Engineer & Refactoring Specialist
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Aktobe, Kazakhstan
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Aztoon Lab
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Jan 10
"Can you add this feature to the system?"
After major refactoring, this question creates uncertainty. Architecture changed. Performance patterns are new. The team hesitates.
Without documentation, challenges emerge:
-3+ month learning curve
-Risk breaking optimizations
-Dependency on...
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Aztoon Lab
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Jan 7
Batch Processing: how I reduced CPU overhead by 99.5% in Unity
Working on tower defense optimization. Initial state: 64 FPS, game lags at wave 7.
Opened Profiler - found the problem: 11,900 Update() calls per second.
Every Enemy, Tower, Projectile, StatusEffect had its own Update()...
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Aztoon Lab
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Jan 1
In the December 2025 - wrapped up this Unity Tower Defense overhaul! 🚀
Started with legacy spaghetti code, tight coupling, and Update() hell. Over 6 phases, rebuilt with ECS-inspired systems, runtime fixes, pooling, GPU instancing, SRP Batcher & shadow optimization.
Results:
•...
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Comprehensive Documentation for Post-Refactoring Team Handover
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