IN-GAMEBad Goons

Algorithms engineered for the workload that actually matters

Algorithm Optimization

ALGORITHM DEVELOPMENT & OPTIMIZATION

Custom pathfinding, spatial indexing, procedural systems, voxel processing and data-oriented optimization for demanding realtime products.

Some products fail because a core workload grows faster than a general-purpose solution can handle. We design and implement algorithms around the real topology, update frequency, hardware and correctness requirements, then integrate them with the surrounding Unity or backend system.

Custom algorithms where engine defaults no longer fit.

Custom algorithms where engine defaults no longer fit.

Some products fail because a core workload grows faster than a general-purpose solution can handle. We design and implement algorithms around the real topology, update frequency, hardware and correctness requirements, then integrate them with the surrounding Unity or backend system.

The player holding a crossbow and rifle among frozen beanstalk branches in Beanstalker's ice biome
IN-GAMEBeanstalker
01

Navigation and pathfinding

A*, hierarchical or domain-specific navigation, dynamic obstacle updates, reachability and multiplayer-aware movement for unusual worlds.

02

Spatial data structures

Octrees, grids, spatial hashes and custom indexes for visibility, proximity, collision candidates, world queries and streaming.

03

Procedural and voxel systems

Terrain generation, chunking, greedy meshing, modification, persistence and data transfer for large or player-editable worlds.

04

High-performance implementation

Data layout, batching, caching, Unity Burst and Job System work driven by profiles instead of fashionable rewrites.

From bottleneck to verified implementation

From bottleneck to verified implementation

Algorithm work begins with evidence. We preserve a correct reference where possible, create representative datasets and measure total system cost—including synchronization, memory and integration overhead.

Striped flying creatures circling thorned desert vines in Beanstalker's arid biome
IN-GAMEBeanstalker
  1. 01

    Define the workload

    Capture input sizes, mutation patterns, correctness rules, target hardware and the performance budget that matters to the product.

  2. 02

    Build a measurable baseline

    Create benchmarks and representative scenes or datasets so improvements can be compared honestly.

  3. 03

    Design and integrate

    Select or adapt the algorithm, data layout and concurrency model, then connect it to gameplay and production tooling.

  4. 04

    Stress and document

    Test worst cases, memory behavior and failure modes, then document assumptions and safe extension points.

What the engineering package includes

What the engineering package includes

The result includes the evidence required to maintain the system, not only optimized source code.

  • Workload model and performance budget
  • Reference benchmark and profiling captures
  • Production implementation and integration
  • Correctness, stress and regression tests
  • Design decisions, limits and extension guidance

What the engineering package includes

Custom algorithms where engine defaults no longer fit.

FAQ

Questions specific to this path.

Do you optimize before changing the algorithm?

We profile first. The bottleneck may be data movement, allocation, synchronization or an integration pattern rather than big-O complexity.

Can you work with Unity Burst and the Job System?

Yes, when the workload is suitable. We account for data layout, scheduling overhead, safety constraints and maintainability rather than parallelizing by default.

Will we be able to extend the system?

That is a delivery requirement. We document invariants, limits and test scenarios so future changes can be evaluated without rediscovering the design.

NEXT STEP

Bring us the constraint, not a polished brief.

A technical lead will review the current state and recommend the smallest useful next step.

Start a project
Start a project