Song Beat
Song Beat is a rhythm game by Hungama Game Studio, which I worked on at Gameshastra. I handled performance across a wide spread of Android devices, plus animations, sound effects and UI. Object pooling and the optimization work around it produced a 30% performance gain in testing.
Song Beat is a rhythm game, so the whole experience depends on staying responsive frame to frame. It had to run across a wide spread of Android hardware, most of it well below flagship spec, and on that kind of hardware performance problems show up immediately as missed beats and stuttering animation.
I profiled the build across that device range and worked through the optimizations that came out of it, object pooling among them, which cut the allocation churn that was causing hitches mid-track. Alongside the performance work I integrated animations, sound effects and UI elements, and kept profiling through the cycle to catch regressions before they shipped.
A 30% performance gain in testing, and playback held stable across the device tiers Hungama needed it to run on. Hungama then had me carry the same approach onto Desibeats, their second rhythm title, which had a heavier asset load and a wider device range. That is where I found out the approach held up past the game it was built for, and it is where most of the profiling habits I still use came from.
Have a live game that needs this kind of work?
Get in touch