The following is a list of the authors involved in this book.Please note that the profiles of the authors and the sections they are responsible for are current at the time of writing.
Engineering Manager, SGE Core Technology Division, Grange Corporation. He is in charge of writing
Chapter 1 "Getting Started with Performance Tuning" and Chapter 3 "Profiling Tools". Currently involved in optimization across subsidiaries.I do various things in my work, and I am working hard everyday to improve development speed and quality.
SGE Core Technology Division, CyberAgent, Inc. / Client-Side Engineer
He is in charge of writing "2.2 Rendering", "2.3 Data Representation" and other articles for Chapter 2 "Fundamentals".The main focus of my work is the development of common infrastructure to improve development efficiency.I develop and publish various OSS for Unity both in my work and personally.I am also operating the Unity blog LIGHT11.
CyberAgent, Inc. SGE Core Technology Division,
Responsible for part of Chapter 2 "Fundamentals" and writing for Chapter 5 "Tuning Practice - AssetBundle".He was assigned to the infrastructure development team of Ameba game (now QualArts) as a Unity engineer and engaged in the development of various infrastructures such asreal-time infrastructure, chat infrastructure, AssetBundle management infrastructure "Octo", authentication and billing infrastructure.Currently, he is transferred to the SGE Core Technology Division, where he leads the overall infrastructure development and focuses on optimizing the development efficiency and quality of the entire Game Division.
Writes for
Chapter 9 "Tuning Practice - Script (Unity)" , SGE Core Technology Division, CyberAgent, Inc.Engaged in game development and operation at Grange Inc. and G-Crest Inc.Currently he belongs to SGE Core Technology Division and is developing the infrastructure.
Game creator and member of Applibot, Inc. He is in charge of writing the first half of
"2.5 C# Basics" and Chapter 10 "Tuning Practice - Script (C#)".By writing this book, he plans to reduce the chances of being called in for help at the end of development, so that he can have more time to develop new games.His activities in game development range from optimization, direction, and music score creation to voice acting. On a personal basis, he is running an app at Famulite Lab.
Engineering Manager at Samzap Inc. and writer of
Chapter 4 "Tuning Practice - Asset" .Formerly an engineer and designer, Shunsuke Ohba joined CyberAgent, Inc. mid-career after creating interactive websites using Flash. After developing AmebaPig, switched to Unity engineer. He has participated in the launch of many games as an engineer leader, including mahjong, pinball, and real-time battle.On a personal basis, he provides information on Twitter and his blog "Shibuya Hottogisu Tsushin (https://shibuya24.info)".
Server and client-side engineer at Samzap Inc. He writes for
Chapter 11 "Tuning Practice - Player Settings" and Chapter 12 "Tuning Practice - Third Party".After being assigned to Samzap Inc., he worked on the development of new game apps as a Unity engineer. After being involved in the release of several apps, he switched to server-side engineering.Currently working as a server-side engineer at Samzap and as a Unity engineer at SGE Core Technology Division, both on the server/client side.
He is a member of Colorful Palette Inc. / Client-side Engineer and writes some of the articles for
Chapter 10 "Tuning Practice - Script (C#)" .After being assigned to Colorful Palette Co., Ltd. he worked on design and implementation of client-side real-time communication and development around UI systems in the projects he was in charge of.He is also involved in tuning existing functions and developing tools for automatic generation of template codes.
He belongs to QualArts Corporation and writes for
Chapter 8 "Tuning Practice - UI" .At QualArts Corporation, he is engaged in game development and internal infrastructure development as a Unity engineer.He is mainly involved in the development of UI for the company's internal infrastructure.He is also interested in improving the efficiency of game development through AI, and is struggling to utilize AI within the game division.
Chapter 7 "Tuning Practice - Graphics" Client-side engineer at Colorful Palette Co.Engaged in the development of 3D rendering and live-related systems at Colorful Palette Co.Currently working on verification of new 3D-related technologies.
Client-side engineer at Applibot, Inc. He writes for
Chapter 6 "Tuning Practice - Physics" and some parts of Chapter 10 "Tuning Practice - Script (C#)".