When I first joined Gemba, I was assigned to optimisation. At first, I assumed it would be straightforward, but developing for the Oculus Quest presented new challenges. I learned the importance of material count and why texture atlases are so valuable. I also became familiar with light baking in Unity, optimising scenes for the bake, and combining objects to reduce draw calls, while being careful not to bake too many together to preserve culling.
After optimisation, I was assigned a ‘level’. Although Gemba isn’t a game in the traditional sense, users progress through a series of levels to learn different aspects of Lean. I created a Gemba walk level, which consisted of a large open factory floor. The user moved along the floor on rails, identifying inefficiencies, bottlenecks, and waste. Building the level was more time-consuming than anticipated, as I was responsible for most of it and had to overcome performance issues from high-poly assets that needed replacing. The level was completed successfully, allowing users to point and click at ‘problems’ and receive a score at the end.
This project gave me valuable experience in optimisation for limited hardware, debugging complex systems, and iterating independently to solve problems efficiently.

