I make games and teach practical Unreal Engine C++, gameplay programming, and performance across CPU and GPU. 17+ years of experience, formerly at Epic Games.

Amsterdam
Five years ago today, I launched my Unreal Engine C++ course. Today, the completely rebuilt UE5 edition is LIVE! With 30+ hours of newly recorded lessons, redesigned code and gameplay systems, and a new curriculum. Existing C++ students get it for FREE! tomlooman.com/courses/unreal…
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What began as a simple UE5 upgrade, turned into a year-long rebuild. I’m proud of the result and grateful for all the support on the original course. The Anniversary Sale ends in a few hours (23:59 UTC), save $100 using “FIVEYEARS” and get the upcoming multiplayer module free.
Five years ago today, I launched my Unreal Engine C++ course. Today, the completely rebuilt UE5 edition is LIVE! With 30+ hours of newly recorded lessons, redesigned code and gameplay systems, and a new curriculum. Existing C++ students get it for FREE! tomlooman.com/courses/unreal…
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Tom Looman retweeted
Thousands of pickups don’t need thousands of Actors. By building a coin pickup system with plain data arrays rather than one Actor per coin, we can add thousands of pickups to the world in microseconds, not milliseconds. The code remains simple to understand and maintain. We store each coin’s location, credit reward, and mesh instance ID in three synchronized arrays. A single Instanced Static Mesh Component represents the coins in the world. This layout, known as a Structure of Arrays, is one way to apply Data-Oriented Design to your gameplay systems. It lets us process thousands of pickups with less memory overhead and is more cache friendly than using Actors and Components, which is important for performance. During the lessons in the new UE5 C++ Course we go into detail on how and when to apply this in your own projects. Data-oriented Design is nothing new and Unreal Engine has a similar data-oriented system called Mass. But I often see developers learn this approach very late in the process as Unreal Engine is so heavily biased to OOP (object oriented programming). OOP is convenient, but not always the right approach. In the C++ course we explain and apply both.
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Thousands of pickups don’t need thousands of Actors. By building a coin pickup system with plain data arrays rather than one Actor per coin, we can add thousands of pickups to the world in microseconds, not milliseconds. The code remains simple to understand and maintain. We store each coin’s location, credit reward, and mesh instance ID in three synchronized arrays. A single Instanced Static Mesh Component represents the coins in the world. This layout, known as a Structure of Arrays, is one way to apply Data-Oriented Design to your gameplay systems. It lets us process thousands of pickups with less memory overhead and is more cache friendly than using Actors and Components, which is important for performance. During the lessons in the new UE5 C++ Course we go into detail on how and when to apply this in your own projects. Data-oriented Design is nothing new and Unreal Engine has a similar data-oriented system called Mass. But I often see developers learn this approach very late in the process as Unreal Engine is so heavily biased to OOP (object oriented programming). OOP is convenient, but not always the right approach. In the C++ course we explain and apply both.
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You can watch the Data-oriented Design intro as a preview: courses.tomlooman.com/course… The lesson also contains links to interesting talks on subject.
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It took me a year to re-record the entire course. It gave me a chance to refine the curriculum and include some new topics I find increasingly valuable these days such as data-oriented design to break the mold of OOP in UE5. I wrote some details on the course relaunch: tomlooman.com/unreal-engine-…
Five years ago today, I launched my Unreal Engine C++ course. Today, the completely rebuilt UE5 edition is LIVE! With 30+ hours of newly recorded lessons, redesigned code and gameplay systems, and a new curriculum. Existing C++ students get it for FREE! tomlooman.com/courses/unreal…
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JetBrains GameDev Day will be next week, I'll have a tiny section during the livestream, showing off a few things that I've been working on!
The JetBrains GameDev Day 2026 agenda is live 🎮 Explore practical talks on engines, debugging, performance, tooling, build systems, AI workflows, and more. Join us free on September 28, online or at a watch party in Belgrade or Limassol. Register: jb.gg/gamedevday2026-agenda
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Tom Looman retweeted
One Tick() probably won't kill your performance, but a thousand of them just might. 💀 Konrad Słoń from @Fools_Theory is back at GameDev Day to profile gameplay systems in @UnrealEngine with Unreal Insights and Rider, and find out where those milliseconds go. 📅 Sept 28, 3:50 pm CEST · #GameDevDay2026 👉 jb.gg/join-gamedevday2026
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Tom Looman retweeted
Loved the resource when I was first ramping up in UE5's C++, easiest recommendation ever.
Five years ago today, I launched my Unreal Engine C++ course. Today, the completely rebuilt UE5 edition is LIVE! With 30+ hours of newly recorded lessons, redesigned code and gameplay systems, and a new curriculum. Existing C++ students get it for FREE! tomlooman.com/courses/unreal…
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I finally put together a dedicated landing page for all my Unreal Engine optimization content. It collects my tutorials, long-form videos, UE5 release highlights, and sample projects in one place: tomlooman.com/unreal-engine-… I’ll keep adding to it, with a lot more coming soon!
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I have just published a video on optimizing lights & shadows for UE5! Showing the process and tools for auditing lights in your scene and what you can tweak to improve performance. piped.video/watch?v=1uFR9lXr…
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It’s a follow-up to the recent livestream I did together with @flassari from Epic Games. Doing a little more in-depth with practical examples using Far Far West.
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Tom Looman retweeted
I will be live together with @flassari to talk about lots of optimization tricks and tools used on Far Far West! Join us this Thursday!
Significant effort has been made by @EvilRaptorGames optimizing their early access game Far Far West. This week on Inside Unreal, @t_looman and @flassari are analyzing the profiling data, dissecting specific optimizations for the project and exploring further optimization opportunities as the game continues development. Join us this Thursday Aug 13 at 2PM ET for all the fun!: piped.video/live/kJPqrvB0fdo
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Tom Looman retweeted
Tomorrow, @t_looman and I will be looking at the optimization journey of Far Far West on the Inside Unreal livestream. Will Tom's efforts impress the Hitch Hunter? 👀
Significant effort has been made by @EvilRaptorGames optimizing their early access game Far Far West. This week on Inside Unreal, @t_looman and @flassari are analyzing the profiling data, dissecting specific optimizations for the project and exploring further optimization opportunities as the game continues development. Join us this Thursday Aug 13 at 2PM ET for all the fun!: piped.video/live/kJPqrvB0fdo
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Tom Looman retweeted
Unreal Engine 5.8 performance highlights article is live! Focusing on the most interesting changes affecting performance, profiling, and optimization. New features for profiling with Unreal Insights, tons of shader permutations improvements, and many useful new CVARs and changes that a buried in the full release notes. Find all highlights below: tomlooman.com/unreal-engine-…
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