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Vestiges: Fallen Tribes

Performance profiling and optimisation on a sci-fi tactical card game playable flat and in VR.

Vestiges: Fallen Tribes

The game

Vestiges: Fallen Tribes is a sci-fi strategy game by Wanadev Studio that blends board game mechanics with autobattler and deckbuilding: you lead a tribe, deploy animated units round by round, and play through a solo campaign or against other players. It supports both flat screen and full VR immersion, and released in April 2025.

My contributions

  • Enhanced performance by profiling and optimising CPU, GPU and memory.
  • Worked closely with the design, QA and art teams to maintain high code quality.

Why it was interesting

Supporting a flat-screen build and a VR build from the same codebase puts real pressure on performance work: the VR target sets the ceiling for both. Profiling component by component is how you find out that the cost is not where the frame graph first suggests. And in VR, frame stability matters more than raw average framerate, because a dropped frame is something the player feels in their inner ear rather than sees on a counter.