I’m Chris Shankland, CTO at Odyssey Interactive and previously Technical Lead on Omega Strikers. Omega Strikers is a lightning-fast 3v3 foot-brawler where smashing opponents off the arena to clear a path to the goal is just round one. We released Omega Strikers across all major platforms: PC, PlayStation, Xbox, Nintendo Switch, iOS, and Android. I will describe some of the techniques we use to deliver a high quality competitive and visual experience on mobile. Shipping Omega Strikers with the speed and quality we did is a team-wide effort. I am merely your guide through challenges and solutions we implemented that we hope offer insight and value to similar games.Omega Strikers, at its core, is a competitive game, so we prioritize competitive integrity above all else. In practice, this means a strong emphasis on performance, gameplay clarity, and controls. From this baseline, we push on the quality of our visuals ensuring our amazing art can shine through. To achieve our ambitions for visuals and performance, we have to manage a few familiar constraints: memory, CPU, and GPU. I’ll walk through specific examples from each of these areas to illustrate the processes we use to identify and ultimately solve challenges that represent release blockers.

Source: Unreal Engine Blog