---
title: "Optimizing Godforge: 200+ heroes, million-polygon worlds"
url: https://daily.dev/posts/optimizing-godforge-200-heroes-million-polygon-worlds-5mhd2had7
source_url: https://www.youtube.com/watch?v=DFH5UAcIAjw
type: video:youtube
source: "Unity"
published: 2026-05-22T17:22:46.640Z
updated: 2026-05-22T17:23:03.452Z
tags: ["performance", "unity"]
reading_time: 4
upvotes: 3
comments: 0
language: en
---

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# Optimizing Godforge: 200+ heroes, million-polygon worlds

**[Unity](https://daily.dev/sources/unity)** · 4 min read · 3 upvotes · 0 comments

## Summary

A case study on optimizing Godforge, a mobile turn-based RPG with 200+ heroes, using Unity tooling. Key optimizations included occlusion culling to reduce battle load times from 5-6 seconds to 1-2 seconds, texture atlasing for hero portraits, addressables best practices to reduce CDN size, mipmap standardization, and shader variant reduction by 76%. Memory usage dropped from 4GB to 1.3GB. The team also implemented dynamic quality settings (low/medium/high) based on device detection at load time.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=DFH5UAcIAjw>

---

Tags: [#performance](https://daily.dev/tags/performance), [#unity](https://daily.dev/tags/unity)

[View this post on daily.dev](https://daily.dev/posts/optimizing-godforge-200-heroes-million-polygon-worlds-5mhd2had7)
