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I have a PlayCanvas-based racing game that is feature-complete but still needs a professional pass before it can go live. Your mission is to audit the current project, squeeze every last frame you can out of it, and package final builds for both mobile and desktop distribution. The core work revolves around typical WebGL performance tuning inside PlayCanvas: trimming draw calls, reorganising textures, balancing lightmaps, and cleaning up any JavaScript bottlenecks that still lurk in the codebase. Along the way I also expect you to keep an eye on loading times and memory footprint so the game feels instantly responsive on phones as well as on a desktop browser-or executable-style build. Once the project is humming, I need you to configure the export pipeline. That means producing mobile builds (targeting the major iOS and Android stores) and a desktop version that runs smoothly on Windows/macOS without the bloat that sometimes creeps in when a web project is wrapped. I already have store accounts and brand assets; you simply hand me signed, store-ready packages plus the optimized PlayCanvas project. Deliverables • Updated PlayCanvas project with documented performance changes • Mobile build folders ready for Xcode and Android Studio submission • Desktop build (Web or wrapped) with installer or launch script • A short report summarising the optimisation steps and FPS before/after on representative devices Acceptance criteria The game must maintain 60 FPS on recent flagship phones and a solid 120 FPS on an average desktop GPU in its final quality setting, with no critical console errors and loading times under five seconds on first launch. If you thrive on squeezing millisecond gains out of WebGL scenes, this should be a straightforward, satisfying engagement.
Project ID: 40696938
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33 freelancers are bidding on average $412 USD for this job

Hello, As a seasoned developer with over a decade of experience, I have continuously excelled in optimizing and fine-tuning applications to ensure top-notch performance. Your PlayCanvas-based racing game aligns perfectly with my skill set and area of expertise. From analyzing the codebase to streamlining draw calls, reorganizing textures, balancing lightmaps, and mitigating JavaScript bottlenecks, I've got your back! My goal is nothing short of delivering a smooth 60 FPS on recent flagship phones and an outstanding 120 FPS on average desktop GPUs. In addition, I bring to the table a deep understanding of exporting pipelines, perfect for producing mobile builds that can seamlessly integrate with major iOS and Android stores, as well as a desktop version without any unnecessary bloat. This is crucial to ensure optimal performance for your players across platforms without compromising the game's quality. Furthermore, I highly value open communication and results-driven approach. During and after completing this project, you can expect detailed documentation on all performance changes made accompanied by mobile build folders ready for Xcode and Android Studio submission plus a desktop build (Web or wrapped) with an installer or launch script. Allow me to optimize your PlayCanvas racer for launch transform it into an unforgettable racing experience. Thanks!
$350 USD in 4 days
7.9
7.9

Hi there, I can help you with the PlayCanvas racer optimization and getting it launch-ready. I know PlayCanvas well and have spent years squeezing frames out of WebGL scenes, so that 60 FPS on phones and 120 FPS on desktop target is realistic if the current bottlenecks are draw calls and texture handling. I'd start with a profiling pass to see where the real issues are, then tackle the render pipeline, lightmap bakes, and script hotspots. After that I'll configure the mobile and desktop exports with the signing details you've got. I'm Edward and I've done similar performance audits before. Happy to chat about your current draw call counts and frame times if you want to discuss.
$250 USD in 7 days
6.7
6.7

Hi, I can audit and optimise the completed PlayCanvas racing game, then prepare production-ready mobile and desktop build pipelines. I’ll profile CPU/GPU frame time, draw calls, shader variants, overdraw, texture memory, JavaScript execution, garbage collection, physics, and asset loading. Optimisation may include batching/instancing, texture atlases, KTX2/Basis compression, LODs, lightmap tuning, object pooling, code-path cleanup, and staged asset loading. For distribution, I can configure iOS and Android projects using a lightweight native wrapper and produce an efficient desktop package for Windows/macOS. Signing, permissions, orientation, input, audio lifecycle, store assets, and release configuration will be documented. FPS and loading targets will be validated against an agreed device, browser, quality preset, cache state, and network benchmark. You’ll receive before/after profiling evidence and a complete optimisation log. Three technical questions: 1. Which mobile devices and desktop GPU define the acceptance benchmark? 2. What are the current FPS, draw-call count, initial payload size, and peak memory usage? 3. Does the game require native services such as purchases, achievements, ads, or cloud saves? Best regards, Houssame
$500 USD in 7 days
6.2
6.2

Your PlayCanvas-based racing game is in the final stretch, needing focused performance tuning. The key tasks are trimming draw calls, reorganizing textures, and balancing lightmaps, with a close watch on loading times and memory footprint. Efficient build pipeline configuration for both mobile and desktop will follow, targeting seamless distribution. One question: Have you identified specific devices or GPU types for initial testing to ensure the optimization aligns with your FPS goals?
$550 USD in 14 days
6.0
6.0

I've optimized PlayCanvas games before, so this is right in my wheelhouse. I'll profile the game, trim draw calls, reorganize textures, and fix JS bottlenecks to hit 60 FPS on mobile and 120 FPS on desktop. Then I'll configure the export pipeline for iOS/Android builds via Xcode/Android Studio and a desktop wrapper, ensuring no bloat or critical errors. I'll document all changes and include a performance report with before/after FPS metrics. I can start immediately. Thanks, Andrii.
$300 USD in 8 days
4.8
4.8

Hello Sir, I am software developer with 7 years of experience and worked here with more than 131+ clients.I can have a look and optimise as mentioned. Let’s connect for this in chat
$350 USD in 2 days
4.8
4.8

Hello, I can optimize the PlayCanvas game by restructuring the scene hierarchy to minimize draw calls and reusing materials, while balancing lightmaps to avoid overdraw without losing visual quality. I’ve tuned similar projects before—reduced draw calls by 40% and cut load times from 8s to 3s on mobile. I’d approach this by reorganizing the scene to batch meshes and compressing textures, then profiling on target devices to fine-tune. The biggest gains will come from optimizing the render loop and preloading assets. The game will feel snappier, and the builds will run smoothly across platforms. Faster load times and smoother gameplay will make it more engaging and appealing to players. I provide two weeks of bug fixing and optimizations after delivery to ensure everything runs flawlessly. If this sounds like a good fit, I’d be happy to review the current setup and propose a plan. Thanks, Lazar.
$300 USD in 2 days
4.0
4.0

With five years of experience in full-stack development including proficiency in JavaScript, I am well-equipped to optimize your PlayCanvas-based racing game and get it ready for a successful launch. I have a proven track record of turning complex projects into clean, scalable systems that perform with optimized efficiency. The core work your project requires is in my wheelhouse - analyzing existing performance issues, trimming draw calls, reorganizing textures, balancing lightmaps, and cleaning up any lurking JavaScript bottlenecks. Throughout the process, you'll receive detailed documentation about performance changes along with optimized PlayCanvas project. To demonstrate tangible improvements resulting from my optimization, I'll provide a short report summarizing the optimization steps and FPS before/after on representative devices. Let's work together to squeeze those millisecond gains out of your WebGL scenes and deliver a high-performing game!
$500 USD in 4 days
4.2
4.2

I can audit the current PlayCanvas project, remove the main WebGL bottlenecks, and prepare the export pipeline for mobile and desktop builds. The work will need the existing project, store signing details, and clear target devices so the optimization pass is tied to measurable results. If helpful, I can start with a focused performance review, then move into build packaging and a short change report.
$640 USD in 10 days
4.3
4.3

Hello, I’m very interested in optimizing and preparing your PlayCanvas racing game for production release. With strong full-stack and JavaScript experience, I can audit the existing project and focus on improving WebGL performance, including reducing draw calls, optimizing textures and assets, balancing lightmaps, minimizing memory usage, and identifying JavaScript bottlenecks. I can also optimize loading times and responsiveness across both mobile and desktop devices. My approach will include: • Full PlayCanvas project performance audit • Draw call, texture, and asset optimization • JavaScript/WebGL bottleneck analysis • Memory and loading-time improvements • Mobile optimization for iOS and Android • Desktop build/export preparation • Console error cleanup and production testing • FPS benchmarking and before/after performance reporting • Clear documentation of all optimization changes I can deliver a clean, optimized PlayCanvas project along with mobile-ready build folders, desktop deployment builds, and a concise performance report. I’m detail-oriented and focused on achieving smooth, stable gameplay across devices. I would be happy to review the current project and start optimizing immediately. Best regards
$250 USD in 26 days
4.0
4.0

Your search for a PlayCanvas expert ends here! As an experienced developer with a keen focus on optimization and performance, I am well-positioned to take your racing game project to the finish line. My firm, Web Crest, has cultivated a strong reputation for delivering high-performance, scalable digital solutions- right in line with what you need. My skill set revolves perfectly around your requirements – from trimming draw calls and reorganizing textures to JavaScript optimization that squeezes every millisecond of the WebGL scenes out of the project. The end product will not only meet your desired 60 FPS on flagship phones and 120 FPS on desktops, but it will also boast optimal loading times below five seconds for enhanced end-user experience. Building professional relationships and guaranteeing long-term technical support is one of my hallmarks. Post-delivery, I shall hand you over detailed documentation about the performance changes implemented, as well as store-ready mobile builds and desktop versions. But my journey doesn't stop there–unlike some freelancers who bid and leave, I ensure to maintain open lines of communication for any future maintenance or enhancements your project may need. Choose me – choose Web Crest – let our expertise drive your game straight to release success!
$300 USD in 3 days
3.8
3.8

Just finished a PlayCanvas racing game audit for a client, trimming draw calls, reorganising textures and cleaning JS so the title hit 70+ FPS on iPhone 14 and 140+ on a mid‑tier PC. We’re the perfect fit for your project. I’ll audit the code, reduce draw calls, optimise lightmaps, tighten texture atlases, prune JS bottlenecks, and shrink memory footprint to keep first‑launch below 5 s. I’ll set up a build pipeline for Xcode, Android Studio and a lightweight desktop installer, deliver signed packages, and provide a concise optimisation report with before/after FPS stats. Multiple 5‑star reviews on WebGL performance tuning and PlayCanvas builds. Let’s hop on a quick call – or I’ll send you a free consultation and a few optimisation ideas. Chris | Lead Developer | Novatech
$750 USD in 7 days
3.5
3.5

Hi there! Your PlayCanvas racing game is already feature-complete, but it needs a final performance pass before launch. The main challenge is reaching stable FPS, fast loading, and lower memory usage across mobile and desktop without affecting visual quality. I have experience with JavaScript, WebGL, game optimization, performance tuning, mobile builds, and game testing. I can work through PlayCanvas scenes and code to identify bottlenecks and improve overall runtime performance. I will audit draw calls, textures, lightmaps, JavaScript execution, loading flow, and memory usage. I will then optimize the project, test FPS and console errors on representative devices, prepare iOS and Android build folders, and create the final desktop build with documented before-and-after performance results. check our work https://www.freelancer.com/u/ayesha86664 Can you share the current PlayCanvas project and target mobile devices for the first performance audit? Let me know if you’re interested & we can discuss it. Best Regards Ayesha
$345 USD in 4 days
3.6
3.6

✅ PlayCanvas Game Optimization & Release Builds ✅ Your game sounds like it is at the stage where disciplined profiling and optimization can make the biggest difference. I can audit the existing PlayCanvas project, identify the expensive rendering and JavaScript paths, and systematically reduce unnecessary GPU and CPU work. I’ll focus on practical WebGL improvements such as draw calls, texture memory, lighting/lightmaps, asset loading, scene complexity, garbage collection, and JavaScript bottlenecks. I’ll measure performance before and after optimization rather than relying on subjective improvements, and document the important changes in the final project. After the performance pass, I can configure the build/export workflow for iOS, Android, and desktop distribution, including the required project/build folders and a clean desktop launch or installer approach. Final QA will include loading behavior, memory usage, console errors, and representative-device performance. I’d be glad to start with an audit of the current PlayCanvas project and establish a prioritized optimization plan before making larger changes.
$500 USD in 7 days
1.9
1.9

Hi there, I hope this message finds you well. I am excited about the opportunity to optimize and launch your PlayCanvas-based racing game. With extensive experience in game development and optimization, I understand the intricacies of squeezing every last frame out of WebGL scenes. Your project requirements align perfectly with my skills in JavaScript, game optimization, and performance tuning. I've successfully enhanced the performance of numerous games, ensuring they run smoothly across both mobile and desktop platforms. I am familiar with PlayCanvas and can efficiently trim draw calls, reorganize textures, and balance lightmaps to meet your performance goals. My approach will begin with a thorough audit of your current project to identify potential bottlenecks. I will then implement optimization strategies to improve frame rates and loading times, ensuring your game maintains 60 FPS on flagship phones and 120 FPS on desktop GPUs. Additionally, I will handle the export pipeline, delivering mobile and desktop builds ready for store submission. Throughout the process, I will document all changes and provide a report summarizing the improvements. My aim is to deliver a polished, high-performing game that meets your acceptance criteria. Looking forward to the possibility of collaborating with you on this exciting project. Best Regards, Efanntyo
$500 USD in 10 days
4.2
4.2

Hi Chris here. Your PlayCanvas racer needs a real optimization pass plus a clean export pipeline, and that's squarely what I do. I'd start by profiling in the PlayCanvas editor and Chrome DevTools to find the actual cost centers — then batch/instance draw calls, atlas and compress textures (basis/ktx2), rebake lightmaps at sane resolution, and kill the JS hot paths in the update loop while trimming initial download and GPU memory so it loads fast on phones. For distribution I'd wrap the optimized build with Capacitor for the iOS/Android store submissions and Electron for a lean Windows/macOS desktop, then hand you signed packages, the updated project, and a report with before/after FPS on representative devices. I ship end to end, so you get store-ready output, not a half-finished handoff. What's the lowest-spec phone that must hold a locked 60 FPS — that single number sets the whole optimization budget.
$327 USD in 9 days
1.7
1.7

You need your PlayCanvas racing game optimized for a smooth launch and want final builds. I will start by auditing the project's current performance. I’ll dig into the WebGL aspects, trimming draw calls by merging meshes where possible and re-organizing textures for better GPU utilization so the game uses less memory. Lightmap settings will be adjusted to balance visual quality with render cost, and I'll trace JavaScript execution using the browser's performance tools to identify and refactor any code that's slowing things down, so the game runs fast on mobile too. This work also involves watching loading times and memory footprint. A common pitfall is JavaScript performance degradation over time as features are added; I prevent this by profiling the code and specifically targeting the slowest functions, so the game remains responsive. I’m a Preferred Freelancer here, 5.0 over 10 reviews, no missed deadline and nothing over an agreed price yet. What is the target framerate for the mobile build? I need the PlayCanvas project files to begin. Once I have them, I will send back the audit report detailing specific areas for optimization and the planned approach.
$568 USD in 21 days
1.4
1.4

Hello, I read that your PlayCanvas racer is feature-complete and that the real bar is holding 60 FPS on flagship phones and 120 FPS on desktop, not just trimming draw calls. In my experience the hard part there isn't the code, it's proving those numbers on real hardware, so a few things are worth pinning down before anything else. Which exact phone models and desktop GPU should serve as the reference for validating 60 and 120 FPS? Knowing the target devices shapes the whole optimisation effort. For the desktop side, do you have a preferred wrapping approach in mind (native installer, Electron-style build), or is that open? And for the iOS/Android packaging, are the store accounts and signing certificates already set up on your side? Happy to discuss the current state of the project and map out a clear plan together. Best regards, Eric
$250 USD in 5 days
0.0
0.0

Hello With my deep understanding of JavaScript and a proven track record in web development and optimization, I am confident that I am the solution to your PlayCanvas Racer optimization project. My skills extend beyond just creating visually appealing websites. They encompass transforming them into highly efficient and optimally performing digital experiences - precisely what your project requires. Having worked with a diverse range of clients including small startups, we knew how essential every millisecond is to a fast-paced, immersive gaming experience like yours. Through careful script analysis, I will eliminate all lurking JavaScript bottlenecks with finesse and precision. Additionally, I guarantee to follow best practices to trim draw calls, organize textures, and balance lightmaps for optimal performance. The task does not end at optimization; it extends to preparing efficient builds for multiple platforms. My
$500 USD in 7 days
0.0
0.0

Will audit and optimize the existing PlayCanvas racing project for WebGL performance: reduce draw calls, consolidate/repack textures, balance lightmaps, and remove JS bottlenecks. I’ll also profile loading time and memory footprint to ensure immediate responsiveness on phones and smooth play on desktop. Deliverables: updated PlayCanvas project with documented performance changes; mobile build folders prepared for Xcode and Android Studio submission; desktop build (Web or wrapped) with installer or launch script; and a short optimization report with FPS and loading time before/after on representative devices. Goal targets: stable 60 FPS on recent flagship phones, ~120 FPS on average desktop GPU at final quality settings, under 5 seconds first-load, and zero critical console errors.
$250 USD in 5 days
0.0
0.0

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