Unreal Engine technical audit

A fixed-scope review of your Unreal project by the people who would fix it. You get a written report with what we found, the evidence, and a prioritised fix list with a rough effort estimate for each item.

ExampleWhat the report containsThe report is written for the team that will act on it, with evidence for every finding.
1. Summary: the issues that matter most, in order
2. Findings, each with
   - evidence: capture, log or code reference
   - impact on players or on the team
   - recommended fix and rough effort
3. Quick wins that take under a day each
4. Risks to the next milestone
5. Suggested next steps

When an audit pays off

01

A milestone or publisher review is coming.

You want to know what will break before someone else finds it.

Risks listed while there is time to act
02

You inherited a codebase.

The people who built it have left, and nobody knows which parts are safe to change.

A map of the code and its weak spots
03

Something is wrong and nobody knows where.

Frame time, bandwidth or build times got worse and the cause is unclear.

The cause found with captures and logs

What an audit can cover

Most audits cover one or two of these areas. We agree the scope, the deliverables and the price before we start.

Code and architecture

Module structure, gameplay framework use, Blueprint and C++ split, and the parts most likely to cause bugs.

Performance

CPU, GPU and memory captures on your target hardware, with the biggest costs ranked.

Networking

Replication cost per actor, prediction, server performance and online services setup.

Build pipeline

How builds are made, how long they take, what is tested and where the process fails.

Content and memory

Texture, mesh and audio budgets, streaming setup and asset validation.

How an audit runs

01

Agree the scope

Which areas, which builds and which questions the audit has to answer, plus the price and delivery date.

02

Access and captures

Read access to your repository and a build we can run, then captures on your target hardware.

03

Review

Code reading, profiling and interviews with your leads where something needs context.

04

Report and walkthrough

The written report, then a call where we go through it with your team.

Who does the audit

See the whole team.

FOUNDER

David

Founder & Lead Developer

Leads every audit and reviews code and architecture.

  • Technical direction
  • UE5 C++
  • GAS
  • Engine modules

Yura

Multiplayer & Online Engineer

Joins for networking and online services.

  • Replication
  • Dedicated servers
  • EOS
  • Steamworks

George

Technical Artist

Joins for GPU, lighting and content budgets.

  • Materials & HLSL
  • Niagara
  • Lumen & Nanite
  • Profiling

Andrew

Build & Tools Engineer

Joins for the build pipeline and source control.

  • BuildGraph
  • Horde
  • Python
  • Perforce
  • Editor tools
In practice

What happens during an audit

After the scope call, most of the work is reading code and taking captures; we only interrupt your team when something needs context.

Findings are written down as they come in, each with its evidence, and anything serious is raised as soon as we confirm it. At the end we rank the findings by impact and effort and go through the report with your team on a call.

Technical audit FAQ

Is the audit fixed price?

Yes. The price is agreed together with the scope, before any work starts.

Do we have to hire you to fix the issues?

No. The report is written so your own team can act on it. If you want us to do the fixes, we quote them separately.

What access do you need?

Read access to the repository, a build that runs on your target hardware, and someone on your team who can answer questions for an hour or two.

Start a project

Tell us about the project

Send us the engine version, where the project is and the work you need done. We reply within two business days with who we would put on it, or tell you it is not a fit.

A non-confidential outline is enough. If you need an NDA first, say so here and David will arrange it before you share project materials.

Add project details (optional)