A much expanded combination of two smaller talks both well received at European conferences and in a private stand at GDC2013, this presentation revolves around OpenGL ES techniques to implement more dynamic characters and environments despite the bandwidth restraints inherent in mobile GPUs. Intended audience & prerequisites: Presented mostly in a very diagrammatic and algorithmic way, these techniques can be understood by 3D graphics novices, but offer advanced conceptual insights into graphics code optimisation. Session takeaways: Topics include: Batching independently mobile objects Object batch division Model parameterization for increased variance Algorithmic shader side animations Organic deformations of static geometry Shader side pseudo-volumetric smoke clouds