About me

I'm Jan Mróz, a graphics programmer specializing in Unity rendering and memory optimization, custom pipeline development, and tailored editor tools.

Through this website and weekly LinkedIn insights, I share performance optimization strategies, rendering techniques, and workflow improvements to help game developers ship faster, higher-quality titles.

My mission is to close a crucial gap in game development: deep and practical expertise in optimization and profiling.

All titles

Titles I’ve contributed to.

Hollow Knight: Silksong

Fixing memory leaks, optimizing stutter and postprocesses, improving GPU/CPU performance for Nintendo Switch

Cult of the Lamb

Fixing memory leaks, improving runtime asset management, consulting on rendering and optimization issues for the Apple Arcade platform.

Descenders Next

Memory, CPU, and GPU optimization for Xbox

Dave The Diver: The Jungle DLC

Memory optimizations

BioEden

CPU performance consulting

Knights of Honor II: Sovereign

Tech art, custom terrain and grass rendering, CPU/GPU optimization, procedural generation

Crushed in Time

Research and development of the stretching effect

W.A.N.D Project

Optimization and tech-art consulting, explosion effects

Passpartout 2: The Lost Artist

GPU optimization for Android

Chinatown Detective Agency

Bugfixing

Technical expertise

My skills and tools for building high-performance graphics—from rendering to engine optimization.

Performance-driven prototyping

I'm a graphics programmer focused on performance-driven prototyping. From custom physics to water simulations and workflow tools, I build fast, iterate with profiling data, and prioritize efficiency from the start.

Unity's rendering API

Proficient with Unity's rendering APIs and Scriptable Render Pipelines, I've developed terrain renderers, particles, decals and other creative effects.

Shader programming expert

Shader development is my specialty. I work in HLSL and Compute Shaders to create efficient, visually rich effects - see examples on ShaderToy.

CPU, GPU and memory

I optimize across the stack - CPU, GPU, memory, and build size - using data to cut cost without compromising quality. With tools like Profile Analyzer, NVIDIA Nsight Graphics and Intel GPA, I pinpoint real performance issues - not just symptoms - using counters that matter.

Creating editor tools

Editor tooling is second nature. I build extensions that integrate seamlessly into production workflows, boosting productivity without breaking creative flow.

I'm a graphics programmer focused on performance-driven prototyping. From custom physics to water simulations and workflow tools, I build fast, iterate with profiling data, and prioritize efficiency from the start.

Performance-driven prototyping

Proficient with Unity's rendering APIs and Scriptable Render Pipelines, I've developed terrain renderers, particles, decals and other creative effects.

Unity's rendering API

Shader development is my specialty. I work in HLSL and Compute Shaders to create efficient, visually rich effects - see examples on ShaderToy.

Shader programming expert

I optimize across the stack - CPU, GPU, memory, and build size - using data to cut cost without compromising quality. With tools like Profile Analyzer, NVIDIA Nsight Graphics and Intel GPA, I pinpoint real performance issues - not just symptoms - using counters that matter.

CPU, GPU, and memory

Editor tooling is second nature. I build extensions that integrate seamlessly into production workflows, boosting productivity without breaking creative flow.

Creating editor tools

I'm a graphics programmer focused on performance-driven prototyping. From custom physics to water simulations and workflow tools, I build fast, iterate with profiling data, and prioritize efficiency from the start.

Performance-driven prototyping

Shader development is my specialty. I work in HLSL and Compute Shaders to create efficient, visually rich effects - see examples on ShaderToy.

Shader programming expert

Editor tooling is second nature. I build extensions that integrate seamlessly into production workflows, boosting productivity without breaking creative flow.

Creating editor tools

Proficient with Unity's rendering APIs and Scriptable Render Pipelines, I've developed terrain renderers, particles, decals and other creative effects.

Unity's rendering API

I optimize across the stack - CPU, GPU, memory, and build size - using data to cut cost without compromising quality. With tools like Profile Analyzer, NVIDIA Nsight Graphics and Intel GPA, I pinpoint real performance issues - not just symptoms - using counters that matter.

CPU, GPU, and memory

Join the community

If you are interested in learning more,
join the community discussions on Saturday at 15:00 CET

We meet weekly, discussing the rendering and optimization problems.
Join our mastermind sessions, chill discussions and small online conference events.

Join the community

If you are interested in learning more,
join the community discussions on Saturday at 15:00 CET

We meet weekly, discussing the rendering and optimization problems.
Join our mastermind sessions, chill discussions and small online conference events.

I write expert content on optimizing Unity games, customizing rendering pipelines, and enhancing the Unity Editor.

Copyright © 2026 Jan Mróz | Procedural Pixels