As the technical lead of Cosmic Mischief i was responsible for managing a team of eight programmers, designing the games code architecture, paralellizing several of the games modules and developing local and remote debugging tools. The single biggest performance increase of Cosmic Mischief came from multithreading the animations system. Rather than offload animations into a shader we decided to implement a multithreaded animations system. This system used the boss-worker pattern where we had a queue of animations to be processed, a master thread distributing the work and several worker threads processing animations when needed.