Mobile Game Performance Training
Building fast games isn't just about writing code. It's about understanding how devices actually work and where bottlenecks hide. This program teaches you to profile, diagnose, and fix performance issues that slow down mobile games.
Starting October 2025, we're running two cohorts designed for developers who want practical skills they can apply immediately.
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What You'll Actually Learn
Six modules covering the technical foundations of mobile game performance. Each one builds on the previous, taking you from basic profiling to advanced rendering techniques.
Profiling Fundamentals
Learn to use platform profilers, interpret frame graphs, and identify CPU and GPU bottlenecks. We cover both iOS Instruments and Android Studio tools.
Memory Management
Understanding memory patterns, texture compression, and asset streaming. You'll learn to reduce memory footprint without sacrificing visual quality.
Rendering Optimization
Draw call reduction, batching strategies, and shader optimization. We focus on real-world techniques that work across different mobile GPUs.
Physics and Collision
Spatial partitioning, collision detection strategies, and physics step management. Learn when to simplify and when precision matters.
Loading and Streaming
Asset bundling, background loading, and level streaming techniques. Make your game feel responsive from the moment it launches.
Battery and Thermal
Managing power consumption and thermal throttling. Your game needs to run well for extended sessions without draining the battery or overheating devices.
Who's Teaching This
Our instructors have spent years working on mobile games that needed to run smoothly on everything from flagship phones to budget devices. They've dealt with the same performance challenges you're facing.
Each session includes live code reviews where we analyze real performance problems and work through solutions together. You're not just watching lectures.
Henrik Kovač
Worked on optimization for three mobile titles that reached 50M+ downloads. Specializes in GPU profiling and shader optimization across mobile platforms.
Emil Bergström
Built performance monitoring systems for live-ops games. Focuses on memory management and asset pipeline optimization for resource-constrained devices.
Casper Andersen
Spent five years optimizing rendering pipelines for mobile games. Teaches practical approaches to reducing draw calls and improving frame rates on mid-range devices.
Lars Johansen
Focused on physics optimization and background systems. Helped multiple studios reduce battery consumption while maintaining gameplay quality.
2025 Schedule
We're running two 12-week cohorts in autumn 2025. Classes meet twice weekly for live sessions, with additional office hours for code reviews and project feedback.
September Start
October Start
Applications for both cohorts open June 2025. Class size is limited to 18 participants to maintain quality interaction during code reviews.
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