Mobile & Low-end Hardware

Comic-book Shader (Unity 5, not an image-effect/post-process)
Mobile version of my comic-book shader. It runs fast (*one draw call*) with decent detail. The scene in this screenshot uses lightmaps, but the shader is also designed to handle real-time lighting if necessary. Textures were put through a one-step Substance to give them a drawn look. All meshes are static and combined to reduce GPU batches. Performance on Motorola Xoom (minimum requirement) stayed above 52 FPS. The camera's frustum is modified by script.  Credit to Cobus Saunderson (3DForge) for meshes, original texturing, and level layout. I created the shader, lookup textures, substance, and scripts

Dynamic-Character Runtime Optimization (Unity 5)
 
Mobile solution for combining dynamically-generated meshes and textures into the fewest number of rendering-batches as possible. Here, there are 64 fully-rigged characters with facial & morph bones. There are 2 atlased-textures shared across all of them. Performance on Motorola Xoom (minimum requirement) stayed above 41 FPS even with animation. Credit to UMA Steering Group for their UMA character generator and to Ian Deane for Mesh Baker, some of the source of which was used to retain bones during mesh combining. My contribution to this project was primarily in creating a management script for achieving (and tweaking) high mobile performance for a crowd of runtime-generated characters.

Skeleton Character (Unity 4, Blender)
Low-poly, rigged, skeleton character. Hand-painted diffuse map and normal map. Process involved sculpting, retopology, baked geometry/lighting maps, and texture painting. All but texturing done in Blender3D.