Ian Bolton
Ian has over twenty years of commercial software development experience, specialising in performance optimisation for desktop/server and designing and building games for mobile. As part of the Developer Relations team at Arm, he collaborates with game studios and game engine developers to support and enhance their experiences on Arm platforms.
Session
Mobile is the largest gaming platform in the world, but many Godot projects still treat it as an afterthought. The result is great ideas that struggle to run where most players actually are.
This talk reframes mobile as a first-class target, not a late-stage port. We will explore what truly sets mobile hardware apart, from bandwidth limits to frame pacing, and why assumptions carried over from desktop development often lead to costly performance mistakes.
Through practical, Godot-focused examples, we will break down how frames are really built on mobile devices, and how small decisions such as lighting setups, post-processing effects, and UI structure can quietly make or break performance. You will learn how to move beyond guesswork by profiling on real hardware, using in-game metrics alongside powerful free tools like Frame Advisor and Streamline to uncover what is actually happening under the hood.
We will also cover how to scale across device tiers, measure performance as features evolve, and focus optimisation efforts where they have the greatest impact.
Whether you are targeting mobile from day one or bringing an existing project across, this session will equip you with the mindset, tools, and practical strategies to make your Godot games run smoothly where it matters most.