Our open source projects
The toolkits we lean on most, and that we recommend other studios reach for first.
Production-grade thermal, memory, and frame-time tooling for Unity mobile titles.
A toolkit for keeping Unity games stable and responsive on real devices. Covers thermal throttling, memory budgets, frame timing, adaptive quality, and battery-aware scheduling. Built from patterns we use on shipped client work, so the APIs are designed for production rather than demos.
Modules
ThermalThrottleMonitorMemoryBudgetTrackerFrameTimingProfilerAdaptiveQualityManagerBatteryAwareScheduler
Topics
unitymobileperformancethermal-managementmemory-budgetframe-timingadaptive-quality
Curriculum-aligned learning systems and editor tooling for serious games in Unity.
Building blocks for educational and serious games in Unity: learning outcome tracking, adaptive difficulty, WebGL memory optimisation, and editor tooling for curriculum-aligned content. Drawn from production work on award-winning educational titles, where the existing open-source ecosystem has thin coverage.
Modules
LearningOutcomeTrackerAdaptiveDifficultyControllerWebGLMemoryOptimiserCurriculumEditorTooling
Topics
unityeducationserious-gamesgamificationwebgladaptive-difficultylearning-outcomes
We use these ourselves
The toolkits on this page started life inside client projects. Open-sourcing them keeps the code honest. Public APIs force us to draw clean boundaries, write meaningful documentation, and retire shortcuts we would otherwise leave buried in private repositories.
Filling gaps in the ecosystem
Mobile thermal management, memory budgeting, and curriculum-aligned educational tooling are areas where the existing open-source landscape for Unity is thin. We share what we have built because nobody else has, and because the next studio facing the same problem should not have to start from scratch.
Read the code before you hire us
Open source is a credibility signal. If you are evaluating Ocean View Games as a partner, you can read the code we ship rather than relying on case studies alone. That accountability matters more to us than counting stars.
Issues, forks, and pull requests welcome
Reports and contributions are reviewed by David or Adam directly. We will not always merge every PR, but we will read them and reply. If you depend on one of these toolkits in production and need a feature or fix, open an issue and tell us what you are using it for.
The engineers behind the code
David Edgecombe
Director and Principal Unity Engineer
12 years in Unity, ex-Jagex Mobile Team Lead on RuneScape Mobile (2017 to 2019), Unity Certified Expert. Focuses on architecture, mobile, and performance.
Adam Kaye
Lead Unity Engineer
14 years in Unity, gameplay and AI specialist. Led Navigo (Serious Games Society award winner) during prior team experience at Fish in a Bottle.
Like what you see?
We take on paid engagements that need this calibre of code. Mobile performance work, educational and serious game builds, legacy modernisation, and embedded co-development are our bread and butter.
Talk to us