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

Frame time across one repeatable test route A frame-time trace holding near 13 milliseconds in ordinary play, rising to about 20 milliseconds through a combat encounter, with a single spike to 34.8 milliseconds caused by a synchronous load on first use. The 16.67 millisecond frame budget is marked. 0 10 20 30 ms 16.67 ms — 60 fps budget 34.8 ms — synchronous load, first use one call, once per session, costs the whole frame Training room Market encounter Storm approach
This is the deliverable. One route, two cold runs, the spike named and costed — not a maturity score. Trace from the sample report. Fictional project, real method.

Thirty years, in order

  1. 1995 Destruction Derby Programmer. PlayStation, when the frame budget was the whole job.
  2. 1997–2005 Pitbull Syndicate Co-founder. The Test Drive series. Acquired by Midway.
  3. 2005–2010 Midway Lead optimisation programmer. Console performance, full time.
  4. 2010–2014 Pitbull Studio Founder. Acquired by Epic Games.
  5. 2014–2017 Epic Games UK General Manager. A team contributing to Unreal Engine 4 and Fortnite.
  6. 2017–2020 Coconut Lizard Co-founder. Engine-level work with studios including Rare and Funcom. Acquired by Keywords Studios.
  7. Now Dino Sloth Independent. Performance, iteration health and studio diligence.

Three companies founded. Three exits. The diligence experience is not theoretical — I have been the studio being examined, three times. More on the About page

What 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.

01The problem

Which pass, which thread, which asset — named, in milliseconds, in language the room can use.

02The evidence

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.

03The next move

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. Being based 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, I work on-site worldwide.

How remote access, travel and confidentiality work
Robert Troughton

Robert Troughton

Thirty years in games, and one person doing the work.

I have shipped games, fixed console performance, built and sold three studios, and led Epic Games UK.

Dino Sloth is one person, deliberately. I scope the work, run the captures, write the report and sit in the readout. Measured technical evidence, direct operating judgement, and one line of accountability from scope through delivery.

30 years in games 3 studios founded or co-founded 3 exits

Start small

Bring me the decision.

Twenty minutes is enough to establish whether Dino Sloth can help. It is free, and there is no pitch.