Workshop report 01 · Remote first, Thailand UTC+7
The build is telling you something. Let’s measure it.
Dino Sloth investigates the technical constraints that keep game teams from shipping: frame time, iteration, delivery risk and the evidence behind the plan. Captures, measurements and a practical order for fixing what matters.
Unreal since UE3 · Console optimisation · Remote delivery worldwide
Start where it hurts
None of those quite it? The free health check is eleven private questions, nothing submitted — or just ask.
Thirty years, in order
- 1994–1996 Destruction Derby Programmer. PlayStation, when the frame budget was the whole job.
- 1996–2005 Pitbull Syndicate Co-founder. The Test Drive series. Acquired by Midway.
- 2005–2009 Midway Lead optimisation programmer. Console performance, full time.
- 2009–2010 CCP Games Senior rendering programmer. Dust 514 on PlayStation 3.
- 2010–2014 Pitbull Studio Founder. Acquired by Epic Games.
- 2014–2015 Epic Games UK General Manager. A team contributing to Unreal Engine 4 and Fortnite.
- 2015–2021 Coconut Lizard Founder. Engine-level work with studios including Rare and Funcom. Acquired by Keywords Studios.
- 2021–now Dino Sloth Independent. Performance, iteration health and studio diligence.
Three companies founded. Three exits. The diligence experience is not theoretical — the founder has been the studio being examined, three times. More on the About page
Services
Ways to get an answer
Red-flag screen
A go/no-go view on a target before you commit to full diligence: four consulting days over a committed ten-working-day window from access, focused on the deal-breakers rather than a full report.
How the screen worksWriting
Working notes from the workshop.
These are the questions people actually type into a search engine. No email gate, no gated whitepaper — just the working notes.
Unreal · Performance
Your UE5 game runs at 24fps. What now?
Where to look first, in what order, and which of the usual suspects almost never turn out to be the cause.
Read itPipeline · Cost
Your build takes four hours. Which four hours?
How to break a build time down into cook, compile, shaders and DDC misses — and what each one is worth fixing.
Read itTechnical delivery · Method
The first two days of a technical review.
What to ask for, what to measure and why a useful answer starts with the build rather than the status report.
Read itAll writing — diligence, cert, AI, gamification and studio health
Sample reports
See the shape of the answer.
Three invented examples showing what the work looks like before you buy it.
Unreal performance review
Build measurements, one worked finding, priorities and explicit limitations.
View report 02 · InvestmentStudio due diligence
Capability, delivery, concentration, technical risk and questions for other advisers.
View report 03 · GrowthPartner and investor readiness
Positioning, proof, target partners and a practical route into global relationships.
View reportWhat you get
A clear answer, backed by evidence.
No theatre, no maturity model, no RAG-status spreadsheet, and no incentive to sell you the implementation afterwards.
Which pass, which thread, which asset — named, in milliseconds, in language the room can use.
Insights traces, GPU captures, memory reports, cook logs and the code path itself — attached, so your engineers can reproduce the finding and disagree with it.
What to fix first, roughly how many engineer-days it costs, and what happens to p99 and the memory high-water mark if you do.
Flexible by design
Remote by default. On-site when it adds value.
Most work runs through your VPN or VDI: capture sessions on your target hardware, traces reviewed asynchronously, and calls only where a conversation beats a document. Dino Sloth’s base in Thailand is particularly useful for Southeast Asian studios that want direct access to global publisher, AAA and transaction experience—without limiting the work to this region.
If being in the room will improve the result, on-site work is available worldwide.
How remote access, travel and confidentiality work
Robert Troughton
Thirty years in games, applied to your build.
Dino Sloth’s founder has shipped games, fixed console performance, built and sold three studios, and led Epic Games UK.
Dino Sloth selects people appropriate to the work. Everyone who will work on an engagement is identified to the client by name and role, and covered by the same confidentiality, access and deletion terms, before access is granted. Measured technical evidence and direct operating judgement, with one line of accountability from scope through delivery.
Start small
Bring the decision.
Twenty minutes is enough to establish whether Dino Sloth can help. It is free, and there is no pitch.