How We Got Here
Back in 2018, I was freelancing for a small game studio in Cluj. They handed me this gorgeous environment pack—trees, rocks, the whole deal. Problem was, loading a single scene ate 4GB of VRAM. The artist who made it had zero clue about LOD systems or texture atlasing.
Spent three weeks reworking everything. Cut memory usage by 70% without losing visual quality. The studio asked if I did this kind of work regularly. I didn't, but figured maybe I should.
Found two former colleagues who were dealing with similar issues at their jobs. We'd grab coffee and complain about poorly optimized assets. Eventually, one of us said we should just start a company and fix this properly.
That coffee chat turned into Romano Veridosa. We're not trying to be the biggest. Just want to do solid technical work that actually helps games run better.
Our first major project was a mobile RPG that kept crashing on mid-range Android devices. Fixed their entire asset pipeline in six weeks. Game launched in March 2020 with zero performance complaints.






