# Eduardo Martinelli > Unity systems & performance engineer in Vancouver, Canada. Simulations, procedural systems, data-oriented architecture and optimization for PC, mobile and WebGL. Eduardo Martinelli is a Unity systems and performance engineer based in Vancouver, Canada. Eduardo builds simulations, procedural systems and data-oriented architectures, and optimizes Unity games for low-end devices and the web, including HP Curiocity for Hewlett Packard and the live-service Slingo games. Eduardo also publishes Unity Asset Store tools for audio, GPU instancing and event-driven architecture. ## Key facts - Name: Eduardo Martinelli (also written Eduardo Francio, Edu Martinelli) - Role: Unity Systems & Performance Engineer · C# / .NET - Location: Vancouver, BC, Canada - Work authorization: Authorized to work in Canada, EU and Mercosur (no sponsorship required). - Availability: Available for full-time remote roles with Canadian employers, remote contracts, and on-site or hybrid roles in Metro Vancouver. - Specialties: Systems architecture, Performance optimization, Simulation & procedural generation, Data-oriented design - Experience: Building games with Unity since 2014 and developing games professionally since 2019. - Languages: English (bilingual proficiency), Portuguese (native), Spanish (advanced) - HP Curiocity (Hewlett Packard, at Channel Assist): re-architected the Unity app with a data-oriented design so it runs well on low-end devices and WebGL. - Shipped on live-service titles played daily by thousands of users on web, iOS, Android and Amazon devices, including HP Curiocity and the Slingo series. - Publisher of three Unity Asset Store tools: Audio Manager Pro, Ultimate GPU Instancing and Global Events Dispatcher. - Contact: https://edmartinelli.com/contact or edu.f.martinelli@gmail.com - Profiles: https://www.linkedin.com/in/eduardo-martinelli/, https://github.com/healthreminder, https://eduardofrancio.itch.io/ ## Main pages - [About](https://edmartinelli.com/about): who Eduardo Martinelli is, specialties, availability and recommendations - [Portfolio](https://edmartinelli.com/portfolio): Unity projects, live-service games and Unity Asset Store tools - [Contact](https://edmartinelli.com/contact): contact form ## Projects - [Wall Keeper: Architecting Efficiency With Data Centric Programming](https://edmartinelli.com/portfolio/wall-keeper): Procedural generation behemoth featuring complex systems, data-oriented programming and dynamic pathfinding. - [HP Curiocity: Building Lightweight Games for Low-End Devices](https://edmartinelli.com/portfolio/hp-curiocity): City building game, a result of team innovation through a partnership with Hewlett Packard. - [Deliverance: Optimizing Physics-Based Systems](https://edmartinelli.com/portfolio/deliverance): Single-player puzzle game with a fun physics-based interaction system. Features occlusion culling, positional audio and rope systems. - [Eldritch: Empowering Players With Dynamic Mesh Building](https://edmartinelli.com/portfolio/eldritch): Surreal game offering players the use of real-time user-generated meshes for dynamic path creation. - [Through Space: Seamless Asset Streaming](https://edmartinelli.com/portfolio/through-space): A captivating space-themed casual mobile game and my first independently released title. - [Creature Corp.: Mastering Lighting and Animations](https://edmartinelli.com/portfolio/creature-corp): Short game created during the Brackeys Game Jam 2024, crafted by me and former colleagues under the name Keyhole Team. - [Audio Manager Pro – Complete SFX & Soundtrack Suite: Production-Ready Audio Pipeline for Unity Projects](https://edmartinelli.com/portfolio/audio-manager-pro): Complete audio management system for Unity handling music, sound effects, and positional audio through a clean and extensible architecture. - [Ultimate GPU Instancing – Global Rendering Performance: High-Performance Rendering Architecture for Massive Object Counts](https://edmartinelli.com/portfolio/ultimate-gpu-instancing): Advanced GPU instancing framework designed to render tens of thousands of objects efficiently while minimizing CPU overhead in large Unity scenes. - [Global Events – Dispatcher System: Production-Ready Event Architecture for Decoupled Unity Projects](https://edmartinelli.com/portfolio/global-events-dispatcher): Production-ready global event dispatcher for Unity that decouples systems, removes scene dependencies, and enables scalable event-driven architecture. ## Blog posts - [Getting Started With Unity's UI Toolkit](https://edmartinelli.com/blog/ui-getting-started-uitoolkit): Let's get started with Unity's UI Toolkit, covering its core concepts, hierarchy, UXML, USS, and the UI Builder to build and manage dynamic user interfaces. - [CPU Cache Locality](https://edmartinelli.com/blog/data-cache-locality): We'll discuss how cache lines, spatial and temporal locality, and bulk data processing can improve CPU performance, and why organizing data around how it is accessed is fundamental to cache-friendly and data-oriented programming. - [Making Gusts of Wind in Unity](https://edmartinelli.com/blog/procedural-planet-wind): Turning invisible wind vector data into stylized wind trails using tile traversal, Bézier curves, and a simple animated gradient. A lightweight technique to breed more life into our generated planets. - [CPU Caches And Memory Access](https://edmartinelli.com/blog/data-memory-access): We'll explore why pointer dereferencing and pointer chasing can slow your code down, how CPU caches and RAM latency affect execution, and why memory layout is so important. - [Implementing GPU Instancing in Unity](https://edmartinelli.com/blog/performance-optimization-gpu-instancing-implementation): A look into GPU instancing in Unity's URP — from DrawMeshNow to DrawMeshInstanced, batching thousands of objects, and achieving 4x the FPS with a fraction of the draw calls. - [Plate Tectonics Simulation on a Planet](https://edmartinelli.com/blog/procedural-planet-plate-tectonics-simulation): A 3D spherical plate tectonics simulation that generates volcanoes, rift valleys, earthquakes and mountain ranges dynamically — built as the geological foundation for 4X strategy games.