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Romano Veridosa

Building Game Worlds From Technical Foundation

We started Romano Veridosa in 2019 because we kept seeing the same problem. Studios had beautiful 3D assets that would crash their game engines or tank frame rates to single digits.

Someone needed to bridge that gap between artistic vision and technical reality. So we did.

3D asset integration workspace showing technical implementation process
Game engine optimization workflow demonstration
3D model technical preparation process

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.

What We Actually Do

Most of our work happens in the technical layer between art and code. Here's where we spend our time.

Engine Integration

Getting assets working properly in Unity and Unreal. We handle materials, shaders, collision meshes, and all the technical setup that artists shouldn't have to worry about.

Performance Optimization

Reducing draw calls, setting up LOD chains, optimizing texture memory. Making sure your game runs at 60fps instead of 15. Pretty straightforward stuff, just tedious.

Pipeline Development

Building automated workflows so your team doesn't manually process every asset. Saves weeks of work on larger projects. We've done this enough to know what actually works.

The People Behind This

Small team. Everyone here has shipped actual games and dealt with real production problems. No juniors learning on your project.

Livia Muresan, Technical Lead at Romano Veridosa

Livia Muresan

Technical Lead

Spent five years at a mobile studio optimizing assets for low-end devices. If she can make something run on a 2017 Android phone, your PC version will be fine. Handles most of our Unreal Engine work.

Daria Popovici, Integration Specialist at Romano Veridosa

Daria Popovici

Integration Specialist

Used to work QA at a big studio, got tired of filing bugs about performance issues nobody fixed. Now she fixes them herself. Really good at finding bottlenecks that everyone else misses. Runs our Unity projects.

Technical asset preparation and optimization workspace

How We Work With Studios

  • 1

    Asset Audit

    We profile your current assets in the actual engine. Find what's killing performance. Usually takes a few days depending on project size. You get a detailed report with specific issues flagged.

  • 2

    Technical Cleanup

    Fix the critical stuff first—broken materials, missing collision, texture compression issues. Get everything stable before moving to optimization. This phase prevents the worst crashes and obvious problems.

  • 3

    Performance Pass

    Set up proper LOD systems, optimize draw calls, reduce memory footprint. We test on your target hardware specs to make sure improvements actually matter. Real benchmarks, not guessing.

  • 4

    Documentation Handoff

    You get cleaned assets plus documentation on what we changed and why. If your team needs to maintain this themselves, they'll know how everything's structured.