Domäne
Game Development
Skill-Profil
FPS optimization, draw calls, memory, LOD, occlusion culling, batching
Rollen
7
wo dieser Skill vorkommt
Stufen
5
strukturierter Entwicklungspfad
Pflichtanforderungen
24
die anderen 11 optional
Game Development
Game QA
17.3.2026
Wählen Sie Ihr aktuelles Level und vergleichen Sie die Erwartungen.
Die Tabelle zeigt, wie die Tiefe von Junior bis Principal wächst.
| Rolle | Pflicht | Beschreibung |
|---|---|---|
| AR/VR Developer | Pflicht | Understands the performance budget for VR (90 FPS, 11ms per frame). Uses Unity Profiler / Unreal Insights for basic profiling. Knows the main causes of FPS drops (draw calls, overdraw). |
| Game Designer | Understands basic game performance concepts: FPS, draw calls, memory usage, CPU/GPU bottleneck. Profiles simple scenes in Unity Profiler/Unreal Insights. Considers performance when designing levels: object count, particle effects, lighting. | |
| Game QA Engineer | Pflicht | Runs basic performance tests: measures FPS in key scenes, captures framerate drops. Reports performance bugs specifying hardware configuration and reproduction conditions. |
| Game Server Developer | Understands basic game performance concepts: frame rate targets, tick rate budgets, and memory allocation patterns. Profiles server-side bottlenecks using built-in engine tools. Follows team guidelines for optimizing network update loops and entity processing. | |
| Unity Developer | Understands Unity performance fundamentals: draw calls, batching, garbage collection, and frame budgets. Uses Unity Profiler to identify CPU and GPU bottlenecks. Follows team guidelines for object pooling, LOD setup, and reducing unnecessary Update() calls. | |
| Unreal Engine Developer | Understands Unreal Engine performance basics: tick groups, actor lifecycle, and rendering budgets. Uses Unreal Insights and stat commands to identify frame time spikes. Follows team standards for Blueprint nativization, asset streaming, and level-of-detail configuration. | |
| XR Unity Developer | Pflicht | Uses Unity Profiler for basic XR profiling. Understands VR frame budget (11ms for 90FPS). Knows main causes of frame drops: GC, draw calls, overdraw. |
| Rolle | Pflicht | Beschreibung |
|---|---|---|
| AR/VR Developer | Pflicht | Profiles and optimizes VR/AR applications: CPU/GPU bottlenecks, memory. Uses RenderDoc for GPU analysis. Optimizes for mobile VR (Quest): LOD, occlusion culling, baked lighting. Monitors thermal throttling. |
| Game Designer | Profiles and optimizes game scenes: LOD setup, occlusion culling, texture streaming, object pooling. Sets performance budgets for levels and systems. Understands trade-offs between visual quality and performance. Optimizes game systems for target hardware. | |
| Game QA Engineer | Pflicht | Conducts systematic performance testing: profiles CPU/GPU through built-in engine tools (Unity Profiler, Unreal Insights). Identifies memory leaks and draw call spikes. |
| Game Server Developer | Independently implements Game Performance Optimization in dedicated servers/Photon. Optimizes performance. Works with profiler. | |
| Unity Developer | Independently implements Game Performance Optimization in Unity 2023+. Optimizes performance. Works with profiler. | |
| Unreal Engine Developer | Independently implements Game Performance Optimization in Unreal Engine 5. Optimizes performance. Works with profiler. | |
| XR Unity Developer | Pflicht | Profiles XR applications: CPU/GPU via Unity Profiler, Memory Profiler. Optimizes: batching, LOD, occlusion culling, texture compression. Uses OVR Metrics Tool for Quest. |
| Rolle | Pflicht | Beschreibung |
|---|---|---|
| AR/VR Developer | Pflicht | Architects the performance strategy for the XR project. Implements automated performance testing. Optimizes the rendering pipeline: custom SRP, GPU instancing, compute shaders. Works with Vulkan/Metal for low-level optimizations. |
| Game Designer | Designs levels and systems considering performance constraints: streaming architecture, scalable quality settings, platform-specific optimizations. Creates performance guidelines for designers. Defines technical constraints for game design decisions. | |
| Game QA Engineer | Pflicht | Designs performance testing pipeline: defines budgets (frame budget, memory budget), sets up automatic benchmarks. Analyzes thermal throttling on mobile devices. |
| Game Server Developer | Pflicht | Designs solutions with Game Performance Optimization for production games. Optimizes for target platforms. Mentors the team. |
| Unity Developer | Pflicht | Designs performant Unity architectures using DOTS/ECS, Job System, and Burst Compiler for compute-heavy systems. Optimizes rendering pipeline with SRP, GPU instancing, and occlusion culling. Mentors team on profiling methodology and platform-specific optimization for mobile, console, and PC. |
| Unreal Engine Developer | Pflicht | Designs high-performance Unreal systems using Nanite, Lumen, and World Partition for large-scale games. Optimizes C++ gameplay code, thread scheduling, and async loading. Mentors the team on platform-specific profiling with Unreal Insights, RenderDoc, and console dev kits. |
| XR Unity Developer | Pflicht | Designs performance strategy for Unity XR. Introduces automated performance testing. Profiles through RenderDoc, Snapdragon Profiler. Optimizes rendering pipeline for mobile VR. |
| Rolle | Pflicht | Beschreibung |
|---|---|---|
| AR/VR Developer | Pflicht | Builds a performance culture within the team. Defines performance budgets for all platforms. Implements a CI pipeline for performance regression testing. Coordinates optimization with 3D artists. |
| Game Designer | Defines performance strategy for the project: target platforms, quality tiers, optimization pipeline. Builds performance culture in the team: budgets, profiling practices, automated tests. Coordinates designer and programmer work to achieve performance targets. | |
| Game QA Engineer | Pflicht | Defines performance QA strategy for the studio. Implements continuous performance monitoring, establishes performance gates in CI/CD pipeline for each build. |
| Game Server Developer | Pflicht | Defines technical strategy with Game Performance Optimization. Establishes development standards. Coordinates technical direction. |
| Unity Developer | Pflicht | Defines Unity performance strategy across projects: establishes frame budget policies, automated profiling pipelines, and regression testing. Coordinates cross-team efforts on memory management, asset pipeline optimization, and platform certification requirements. |
| Unreal Engine Developer | Pflicht | Defines Unreal performance strategy for studio projects: establishes scalability settings standards, automated benchmark suites, and performance gates in CI/CD. Coordinates optimization efforts across gameplay, rendering, and content teams for multi-platform releases. |
| XR Unity Developer | Pflicht | Establishes performance culture. Defines budgets for all platforms. Introduces performance regression testing in CI. |
| Rolle | Pflicht | Beschreibung |
|---|---|---|
| AR/VR Developer | Pflicht | Defines the performance strategy for the XR ecosystem. Evaluates the impact of new hardware on performance budgets. Shapes performance standards for the industry. |
| Game Designer | Shapes enterprise performance strategy for the studio: shared optimization tools, performance benchmarks, scalability patterns. Evaluates new technologies: Nanite, Lumen, mesh shaders for future projects. Defines technical constraints for game design at the studio level. | |
| Game QA Engineer | Pflicht | Shapes enterprise performance standards for gaming platform. Defines performance certification methodology, implements ML-driven anomaly detection in performance data. |
| Game Server Developer | Pflicht | Defines the studio's technology strategy. Evaluates engine solutions. Shapes technical vision for game projects. |
| Unity Developer | Pflicht | Defines studio-wide technology strategy for Unity performance across multiple titles. Evaluates emerging solutions like DOTS evolution, GPU-driven rendering, and cloud streaming. Shapes long-term technical vision balancing visual fidelity, frame rate targets, and cross-platform reach. |
| Unreal Engine Developer | Pflicht | Defines studio technology strategy for Unreal Engine performance across titles. Evaluates next-gen rendering (Nanite, Lumen, MetaHuman), hardware roadmaps, and engine upgrades. Shapes technical vision aligning performance budgets with artistic ambition and target platform capabilities. |
| XR Unity Developer | Pflicht | Defines performance strategy for XR ecosystem. Evaluates new devices and their capabilities. |