About the Authors

These are the authors who contributed to this book.
The affiliation, title, and profile of each author are as of the time of writing.

Minhyuk Kim

CyberAgent, Inc. SGE Core Technology Division / Client Engineer

Responsible for planning and coordinating this book, and for writing the Prologue and the introduction to Part 3, "Asset, Settings, and Build Trends in 2026", among others.
After serving as a lead engineer and engineering manager at several smartphone game development companies, he joined the SGE Core Technology Division (Core Tech) as a mid-career hire in 2023. He is responsible for quality assurance of in-house projects and has worked on performance tuning of released titles. From his position in a cross-organizational team, he now works on building mechanisms that raise application quality across the company, going beyond individual cases.

Unite Tokyo 2019 "Optimization Techniques You Should Learn Now for Production"
CEDEC2024 "Assure the Quality of Mobile Games! Recommending Performance Monitoring"
Unite Seoul 2025 "Efficient In-House Unity Project Quality Management Strategy and Optimization Cases"

Takayuki Kiyohara / X: @nezumimusume

CyberAgent, Inc. SGE Core Technology Division

Responsible for writing the introduction to Part 1, "Unity Graphics Trends in 2026", and "Unity 6 Render Graph Tile Memory Optimization".

After working for 13 years at a game developer in Osaka, mainly on domestic and overseas game development for game consoles, he moved to a vocational school for training game creators and spent about six years training the next generation. During his time as an instructor, he wrote "HLSL Shader Grimoire".He currently works as a Unity graphics engineer at the SGE Core Technology Division (Core Tech) of CyberAgent's Game & Entertainment Division.

CEDEC+KYUSHU 2022 "Training Graphics Engineers with an In-House Game Engine"
CEDEC+KYUSHU 2023 "In the Age of Game Engines, We Dared to Teach How to Build a Software Renderer in New-Graduate Training"
CEDEC2024 "Introducing the Development of an Integrated Stylized Rendering System: Aiming for a Foundation That Can Be Shared"
CEDEC2025 "Visual Regression Testing with Unity Graphics Test Framework"
CEDEC2026 "Trying Anime 4K on Mobile"

Yubing Zhang / X: @vzmc12

CyberAgent, Inc. SGE Core Technology Division

Responsible for writing "When to Use UnsafePass in Render Graph" and "How to Omit URP's FinalBlitPass".

After five years of game development as a Unity client engineer at a previous company, he joined CyberAgent as a mid-career hire in 2022 and belongs to the SGE Core Technology Division. He is currently a graphics engineer, responsible for developing graphics foundations such as "NovaShader" and "Sirius" and for technical support of each project.

CEDEC2024 "Introducing the Development of an Integrated Stylized Rendering System: Aiming for a Foundation That Can Be Shared"

Ryouhei Nagatome / X: @rn49rn49 / GitHub: @rngtm

Colorful Palette / Graphics Engineer

Responsible for writing "Mobile Shader Optimization: Measuring and Reducing the Cost of Transcendental Functions".

After joining Colorful Palette as a mid-career hire in 2022,he has worked as a graphics engineer on mobile game titles.

Noboru Seto / GitHub: @ruccho

CyberAgent, Inc. SGE Core Technology Division / Client Engineer

Responsible for writing the introduction to Part 2, "Scripting and Animation Trends in 2026", and "Graphics Optimization with Renderer Shader User Value".
After joining as a new graduate in 2023, he has worked on developing common libraries and more at the SGE Core Technology Division (Core Tech). He handles areas such as asset delivery, security, build pipelines, profiling, and native. He is developing the screen recording library "Instant Replay for Unity" as OSS.

Takuro Amano

CyberAgent, Inc. SGE Core Technology Division

Responsible for writing "Shader Warmup with GraphicsStateCollection".
He joined the SGE Core Technology Division (Core Tech) as a mid-career hire in 2026. As a member of the Project Support team,he supports performance tuning of startup time, memory, and rendering for live titles across game subsidiaries.He works on automating physical-device measurement and building a measurement harness.

Shunsuke Saito

Colorful Palette

Responsible for writing "Tuning Unity 3D Character Animation".

He joined CyberAgent, Inc. in 2021 and was assigned to Colorful Palette the same year. He is mainly responsible for implementing and tuning 3D animation control and cinematic systems in titles under operation and development.

CEDEC2024 "A Full UI Renewal for the 3rd Anniversary Update of 'Project SEKAI COLORFUL STAGE! feat. Hatsune Miku'! Mutual Learning Between Designers and Engineers and Making the UI Development Flow More Efficient"

Yuki Shiotsuka

QualiArts, Inc. / Technical Artist

Responsible for writing "Safely Pooling Animators with ResetControllerState".
At QualiArts, Inc., he works as a technical artist on character animation control, physics simulation, and pipeline development.

CEDEC2024 "Character Joint Control and Production Workflow That Coexist with Unity's Humanoid"

Yuuki Tatami / X: @tatamin0207

CyberAgent, Inc. SGE Core Technology Division / Graphics Engineer

Responsible for writing "Reducing Bone Animation Load with VAT".
After about six years of development experience at a console game development company, he joined the SGE Core Technology Division (Core Tech) as a mid-career hire in 2023. He is responsible for developing "SIRIUS", a graphics foundation shared across business divisions, and also promotes and raises awareness of Houdini and AI. He is also the head organizer of CA.unity, a study group open to the public.

CEDEC2024 "Introducing the Development of an Integrated Stylized Rendering System: Aiming for a Foundation That Can Be Shared"
CEDEC2026 "Using VAT Through a Graphics Foundation: Delivering It to the Organization as a 'Usable Technology'"

Yuya Kato

Colorful Palette / Graphics Engineer

Responsible for writing "Simulating a Long Duration in ParticleSystem Causes a Huge Spike".
At Colorful Palette, he is in charge of the 3D graphics area. He handles 3D-related implementation across the board, from character presentation control to spatial expression and rendering quality improvement.

Taketo Inada

CyberAgent, Inc. SGE Core Technology Division / Client Engineer

Responsible for writing "UniTask and Lifetime Management of Cancellation" and "Lifetime Management of AssetBundles".
After more than 10 years in client development at several smartphone game development companies, including experience developing and operating large-scale titles as a lead engineer and manager, he joined the SGE Core Technology Division (Core Tech) as a mid-career hire in 2026. As a member of the Project Support team, he supports quality and performance improvement of titles under development and operation. He also works on developing a measurement foundation and improving the development experience.

Hiromu Zaitsu / X: @RomGameclient

Sumzap, Inc. / Graphics Engineer

Responsible for writing "Choosing Between UI Systems: IMGUI / uGUI / UI Toolkit" and "Asset Bloat in the Live Operation Phase and Investigation with Project Auditor".
At Sumzap, Inc., he works as a graphics engineer on rendering-related implementation and performance improvement. After working on both live operation and new development of games, he now belongs to the Development Promotion Office and also writes articles for the "Sumzap Engineering Blog".

Naoki Sakuma

CyberAgent, Inc. SGE Core Technology Division / Graphics Engineer

Responsible for writing "Switching Rendering Settings Per Device".
After working on game development as a client engineer and graphics engineer at several smartphone game development companies, he joined the SGE Core Technology Division (Core Tech) as a mid-career hire in 2025.He is currently in charge of developing several graphics features across business divisions and also supports development at subsidiaries.

Yuichiro Mukai / X: @yucchiy_ / GitHub: @yucchiy

Applibot, Inc. Technology Division

Responsible for writing "Unity Managed Code Stripping Practical Guide".
At the Technology Division of Applibot, Inc., he works on project support. He is certified in the Unity area as one of CyberAgent's "Developer Experts" (https://www.cyberagent.co.jp/techinfo/info/detail/id=31305).Personally, he serializes "Unity Weekly", a weekly roundup of Unity news, on his blog (https://blog.yucchiy.com), writes "UniTips" with in-house volunteers for Technical Book Fair, and develops "UniCli", a tool for operating Unity from the CLI.

Masahiro Yamazaki / X: @TEST_H_ / GitHub: @mao-test-h

Applibot, Inc. Technology Division / Client Engineer

Responsible for writing "iOS Built-in Performance Measurement Features for Unity".
After working on game development as a client engineer at several smartphone game development companies, he gained experience as a client engineer and mobile engineer at a live streaming service, and joined Applibot as a mid-career hire in 2025.As a member of the foundation team, he works on support for non-game areas and mobile native areas.Personally, he also posts articles on Unity and iOS to Qiita (https://qiita.com/mao_).

Teruhisa Nakamura / X: @megalo_23

Applibot, Inc. Technology Division / Game Creator

Responsible for writing "Turning the Tuning Bible into a Skill for AI Coding Agents".
After serving as a lead engineer and director, he has worked broadly from project launch and planning to optimization. Since he was often consulted about tuning, he plans to leave it to AI through this skill-making effort and concentrate on making fun games.