Looking for an experienced Unity/C# engineer to do a a few weeks to a month or so of contract work on an EA strategy game (currently available on Steam). Specifically, we are looking for skills in optimization, pathfinding, vector math and such to move large numbers of units efficiently. The game is already functioning and for sale, but we are just looking to boost performance a bit. It may be possible to adapt the project to using entities, but it may not be.
Ideally, you would already be familiar with these Unity assets:
A* Pathfinding Project Pro
GPU Instancer (and its Crowd Animations extension)
The position would be remote. You would be working largely with the existing lead developer on the project to optimize the main gameplay movement scripts. You must be able to use Perforce.
Hi Gabe — following up on the strategy game optimization role.
My public track record is Roblox/Luau rather than Unity specifically, but the underlying problem is the same shape: profiling a hot path, restructuring how many entities update/render per frame, replacing per-pair proximity checks with spatial partitioning instead of brute force. I haven’t used A* Pathfinding Pro or GPU Instancer specifically, but I’m comfortable reading an existing asset’s API and working within it rather than rewriting it.
Portfolio: spavdigital.com.br/work (video + MIT-licensed source per project). Closest cases: an NPC AI system with pathfinding-driven chase logic, and a shop/economy service built around validated persistence under load.
Remote works, comfortable with Perforce. What’s the budget range for this? Happy to continue by email or here.