RTUK Solutions Ltd
RTUK Solutions Ltd
Est. 2026
London, UK

Independent Technical Consulting

Real-time graphics, engine architecture, and AI-native systems.

RTUK Solutions partners with studios and product teams to solve hard problems at the intersection of rendering, performance engineering, and applied machine learning — built on 25 years of shipping AAA titles and graphics tech.

01 — About

A small studio with a deep technical bench.

RTUK Solutions Ltd is an independent technical consultancy founded by Ray Tran — a senior principal engineer and technical director with credits across some of the industry's most demanding game and graphics projects.

The work spans real-time rendering, engine and tools architecture, GPU performance, and increasingly the engineering practices that make modern AI/ML systems run efficiently on real hardware. Engagements are small by design: hands-on, senior, and accountable for outcomes.

27+
Years in industry
16
Shipped AAA titles
5
Major studios
02 — Services

What we do, at a glance.

— 01

Real-time graphics & engine R&D

Rendering features, GPU optimisation, and engine-level architecture for games, real-time tools, and visual systems.

  • Renderer design & integration
  • Shader and GPU performance work
  • Lighting, shadows, post-processing
  • Cross-platform graphics (PC, console, mobile)
  • Engine tooling & pipelines
— 02

AI/ML systems & inference engineering

Practical applied ML for product teams — focused on inference performance, deployment, and integration with real-time pipelines.

  • On-device & local inference
  • Diffusion & transformer model tuning
  • Quantisation, VRAM & throughput
  • GPU-accelerated ML pipelines
  • AI features inside real-time apps
— 03

Technical direction & review

Senior technical leadership for studios that need experienced eyes on architecture, hiring, or specific technical risk areas.

  • Architecture & codebase reviews
  • Technical due diligence
  • Hiring panels & engineering ladders
  • Roadmap and risk assessment
— 04

Prototyping & bespoke R&D

Targeted prototypes and feasibility builds — from new rendering techniques to ML-driven content tools.

  • Concept-to-prototype builds
  • Technical proofs & benchmarks
  • Internal tooling & pipelines
  • Vendor & tech evaluation
03 — Studios

A short list of studios I've worked with.

2021-2022
Epic Games
Engine & tools R&D
Engine
2017-2019
NVIDIA
GPU & engine R&D
Engine
2012-2016
CCP Games
Sandbox MMO & live-service titles
Graphics
2005-2010
Rockstar North
Open-world rendering; published shadow research (ShaderX7, SIGGRAPH)
Graphics
1999-2005
Core Design
Action-adventure franchise
Engine & Physics

Full credits available on request — a public portfolio site is coming soon.

Request the full portfolio
04 — R&D

What we're working on right now.

Generative · Real-time

Real-time video-to-video pipelines

Low-latency generative video systems running on consumer GPUs — quantised diffusion backbones with carefully budgeted VRAM, targeted at ~10fps interactive use.

3D · Rendering

Streaming 3D Gaussian splatting

An open-world streaming renderer built on Gaussian splatting, with a Rust/wgpu rendering backend and a Python reconstruction pipeline — exploring the next generation of real-time scene representation.

ML · Tooling

AI-assisted 3D content tools

Mesh restyling and multi-view generation pipelines built around modern image-edit foundation models — designed to fit into real artist workflows, not replace them.

05 — Contact

Have a project in mind?

Get in touch about consulting engagements, technical reviews, or collaborative R&D. Most projects start with a short conversation.

Based
London, United Kingdom
Hours
Mon — Fri, GMT/BST
Response
Usually within two working days

Every message is read personally. For NDA-covered enquiries, just say so in your first email and we'll move to a suitable channel.