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Rich Geldreich's Blog   Expert Blogs


Rich Geldreich is a Principle Software Engineer at Unity Technologies. Formerly, he worked at Boss Fight Entertainment, Valve, Microsoft Ensemble Studios, and Digital Illusions. Rich has also written several open source lossless and texture compression libraries such as LZHAM, miniz, and crunch.


Expert Blogs

Posted by Rich Geldreich on Thu, 03 Dec 2015 06:12:00 EST in Business/Marketing, Programming, Serious
Opinion blog post about how the lack of women, minorities, and other underrepresented groups in our industry is deeply related to video game programming culture, our hiring practices, and our stressful work environments.

Posted by Rich Geldreich on Fri, 31 Jul 2015 03:51:00 EDT in Programming, Smartphone/Tablet
A brain dump of what we learned about Unity's managed memory heap while shipping our company's first mobile title.

Rich Geldreich's Comments

Comment In: [Blog - 12/21/2015 - 01:42]

Hi Byron - Just letting ...

Hi Byron - Just letting you know that I 've read your blog post. Thanks for writing it, feedback like this is super valuable. I 've only been at Unity for a few months, but I can tell the company is working really hard internally to improve the issues you ...

Comment In: [Blog - 12/03/2015 - 06:12]

It 's just an example, ...

It 's just an example, and the one I am most familiar and confident in because I 've been using it for around 1.5 years. Unreal is another fine example of a product which is helping to democratize game development, and there are others. r n r nOne reason I ...

Comment In: [Blog - 07/31/2015 - 03:51]

The real problem and why ...

The real problem and why I pointed this out is caused by the WWW class storing potentially large amounts of downloaded data on the Mono heap, which can boost your app 's Mono memory highwater mark. Once the Boehm collector grabs memory during a short or long term memory spike ...

Comment In: [Blog - 07/27/2015 - 03:18]

More info on this topic: ...

More info on this topic: r n r nLessons learned while fixing memory leaks in our first Unity title r n