The people who do the work are the people you talk to.
Rendrify is a three-person Unreal Engine team in Karlskoga, Sweden. Render Technologies AB is the company you would contract with. Lucas Karlsson does the technical work and handles every conversation, so there is no salesperson to get through and no account manager relaying messages.
What we take on
We fix three kinds of technical problems in Unreal Engine games. Frame time and stutter: GPU bound frame time, hitches, traversal stutter, and shader compilation stalls. Crashes and stability: minidump triage, reproduction hunting, and the crashes that only show up in shipping builds. Memory and load times: VRAM budgets, streaming, package size, level load, and first run cost. We work in every version of Unreal Engine, UE4 and UE5.
We do not do gameplay or feature programming. That is a deliberate line, not something we are embarrassed about. If your problem turns out not to be a technical one, we will say so rather than sell you a sprint.
How a job runs
What we need from you
A build. No source access. A Development or Debug build gives us full instrumentation; a shipping build works too, with less visibility, and we will tell you upfront what we can and cannot see in it.
How we profile it
On our own hardware, with the same scene captured before and after so every number is comparable. We use Unreal Insights for frame timing and thread work, the in-engine GPU Visualizer and stat commands, and Nsight or RenderDoc when a frame needs to be taken apart pass by pass.
What comes back
A written PDF report. What is eating frame time, ranked by the milliseconds each fix would recover, and where the fix lives, with reproduction steps so your own engineers can verify every number themselves.
What it costs
The report is free. If you want us to implement the fixes, that work is scoped and quoted inside the same report. Nothing is owed until you say yes.
How the work survives one of us being away
Every job is documented as it goes, and the report is written to be handed straight to your team. The numbers, the reproduction steps, and the fixes are all on paper, so your engineers can pick up the work whether or not we are in the room.
Who works on Rendrify
There is no account manager and no sales team. Lucas does the technical work and is the person you will be talking to. Alfred and Daniel make the measurement and the pipeline solid behind him.
Lucas Karlsson
Technical Director
Does the profiling, the optimization, the crash work, and writes the reports. Handles every client conversation himself.
Alfred Larsson
Junior Technical Artist
Runs build capture and benchmarking, and produces the measurement data every report is built on.
Daniel Ekman
Operations Lead
Keeps production, research, and the pipeline in order so the work ships on time.
Send us a build.
Send us a build and we will send back a report: what is costing you frame time, ranked by the milliseconds you would get back. No calls unless you want them. An NDA is fine.
Send us a build