Rendering, Memory & Project Modernization
Project: Payday – Crime War
The project was built on Unity 5.6 using legacy rendering, shaders, input, and asset pipelines. Performance and memory usage were major concerns on mobile platforms.
Constraints
Feature development continued during modernization, with only two months remaining until release.

Modernization
I migrated the project to URP, introduced the new Input System, optimized shaders, redesigned texture atlas workflows, and replaced AssetBundles with Addressables.
Results
The game achieved higher frame rates, reduced memory pressure, smaller build size, and improved long-term maintainability.
