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Jesper Tingvall

@jespertingvall.bsky.social

Product Expert at Simplygon. Post about techart and game development. Big tea fan. πŸ‡ΈπŸ‡ͺπŸ«–πŸŒΆοΈ Made Skeletal Dance Party πŸ’€ & Scrap Galaxy in own indie studio Catalope Games.

223 Followers  |  1,574 Following  |  122 Posts  |  Joined: 02.12.2023  |  1.5984

Latest posts by jespertingvall.bsky.social on Bluesky

Soon traveling to #migs25, what is in your #gamedev survival kit that you can not be without?

07.11.2025 22:10 β€” πŸ‘ 4    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
Material merging in Blender
YouTube video by Simplygon Material merging in Blender

New #gamedev tutorial out.

In it we have a look at material merging within #Blender.

This is a good way to reduce draw calls, which is especially important for low end platforms.

youtu.be/kB7Esq5RL80

04.11.2025 17:27 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

It is targeted towards game developers who are working with mesh shaders in their rendering pipeline.

These techniques are often called "nanite:ish" around the web. It is related, but not entirely correct.

Rendered in Unity just for visualization purpose.

28.10.2025 18:34 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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New #gamedev tool is out - the Clustered meshlet optimizer.

Using clustered meshlets you can get good culling of your model and what is called "continuous LOD", different parts of your model can have different quality. Extremely useful if you have very dense models.

simplygon.com/posts/9886e4...

28.10.2025 18:34 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

The pain of setting up #protonmail bridge, #Thunderbird with #Nixos is real. I can't find any good solution to it.

26.10.2025 14:29 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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My optimization for mobile games guest article is up.

The main takeaway is that if your monetization comes from microtransactions or gacha mechanics, then asset creation cost correlates directly to profit.

Reducing the cost of optimization == πŸ’°

developer.microsoft.com/en-us/games/...

#gamedev

21.10.2025 07:16 β€” πŸ‘ 9    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

Anyone else visiting #MIGS25 next month? First time going there, what can I expect?

#gamedev

13.10.2025 16:01 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

New #gamedev optimization blog is out. In it I have a look at billboards and where they fit.

Spoiler: Those can be very useful for the kind of assets where both triangle reduction and remeshing fails. Often quite loosely connected assets.

13.10.2025 15:57 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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LOD5
#gamedev

06.10.2025 19:15 β€” πŸ‘ 12    πŸ” 3    πŸ’¬ 0    πŸ“Œ 4

New tutorial out! Today we look at visibility culling in #unrealengine

06.10.2025 16:39 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
How to create a cross billboard impostor In this blog post, we’ll demonstrate how to use impostor from single view, along with some scene graph manipulationβ€”specifically copying and rotatingβ€”to create a cross billboard. A cross billboard con...

Today I've written about cross impostors. It is a little bit of an older optimization technique.

What perhaps is more interesting in the #gamedev blog is that we delve into how to work with the scene graphs; cloning and moving nodes around.

simplygon.com/posts/1b1eb3...

29.09.2025 15:12 β€” πŸ‘ 6    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
STYGIAN BOUGH - Volume II (Official Teaser)
YouTube video by Profound Lore Records STYGIAN BOUGH - Volume II (Official Teaser)

Finally Volume II, so hype!

Stygian Bought is always on my travel #metal music list.

www.youtube.com/watch?v=jrz7...

25.09.2025 16:20 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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The Four Fundamental Simplygon Tools for Automated Character Optimization From triangle reduction to material merging, learn more about building an automated character optimization pipeline.

Today I am writing for Microsoft's #gamedev blog. Topic is automated character optimization and which #techart tools that are useful to have in your pipeline.

πŸ”¨Triangle reduction
πŸͺ›Vertex Weights
⛏️Bone reduction
πŸ–ŒοΈMaterial merging

developer.microsoft.com/en-us/games/...

22.09.2025 14:10 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

New Simplygon tutorial dropped.

#gamedev

09.09.2025 19:21 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
Two trees

Two trees

Today I pushed out a blog on vegetation optimization. Here we look at how to combine billboards and triangle reduction to create a LOD chain in #Unity3d.

simplygon.com/posts/04a899...

#gamedev

01.09.2025 17:43 β€” πŸ‘ 10    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Preview
Experts Horrified by AI-Powered Toys for Children New AI-enabled toys promise to be more interactive than ever, but there's growing concerns that they may stunt childhood development.

In the #cyberpunk future, parents will have to explain to their kid that kid's best friend Mr. Teddy Bear is not dead, just that AWS is down.

futurism.com/experts-horr...

25.08.2025 19:04 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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#gamedev optimization tip:
By reserving a small part in the original texture our remeshed proxy model can reuse the same texture.

Let us show you how!

simplygon.com/posts/453ceb...

18.08.2025 07:43 β€” πŸ‘ 17    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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When you think about it, prompt injection attacks are like cognito hazards for #LLMs

15.08.2025 15:50 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Geometry Importance and Welding for low poly optimization In this blog we'll look at some settings that can help out when optimizing models to really low poly count. We'll look at geometry importance and weld distance.

New #gamedev blog dropped. In it we take a look at welding and geometry importance in Simplygon. This settings can improve extremely low poly asset optimizations.

simplygon.com/posts/b6ed75...

13.05.2025 06:59 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

In two weeks I'll drop by #NordicGame. Anyone want to meet up and drink tea and nerd out about game optimization?

#gamedev

06.05.2025 14:03 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I love this art style!

06.05.2025 12:33 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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#Unity focused Simplygon blog post: This one addresses the quite common issues developers face when using assets from lots of different sources. It a common thing that the assets have a wide range of poly count, some over tessellated.

simplygon.com/posts/6e848b...

#gamedev

30.04.2025 07:18 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
screen shot from Hexas

screen shot from Hexas

Our owl friends at Owlchemy Labs has just released a new dimension for Dimensional Double Shift - Hexas!

Serve demonically good food and service big rigs at Gas N’ Grill!

Thank you for using Simplygon technology to optimize the #virtualreality experience!

www.meta.com/en-gb/experi...

16.04.2025 09:40 β€” πŸ‘ 2    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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Kit bashed assets can require lots of draw calls to render, costing performance. A solution is to merge all materials into one. Let us show you how to do it in #Maya with the Simplygon plugin.

simplygon.com/posts/700178...

#gamedev

14.04.2025 11:55 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Another #videogame shipped with Simplygon tech!

09.04.2025 11:47 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
VargΓ₯lder - NΓ€r SkuggvΓ€rlden Kallar  @ Γ–stgΓΆta Slakt 25.03.29
YouTube video by MusicLive VargΓ₯lder - NΓ€r SkuggvΓ€rlden Kallar @ Γ–stgΓΆta Slakt 25.03.29

#vargΓ₯lder was amazing to see live.

www.youtube.com/watch?v=-oyr...

#metalhead #blackmetal

04.04.2025 10:29 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Ubisoft’s development team has successfully launched Assassin’s Creed Shadowsβ€”huge congratulations on reaching this milestone!

We’re proud that Simplygon technology played a role in optimizing the richly detailed world of Feudal Japan.

store.ubisoft.com/eu/assassins...

#videogames #gamedev

03.04.2025 07:46 β€” πŸ‘ 9    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Part II of my look at automating #Unity optimization is out. In this we look at SkeletalMeshRenderers; how to automatically generate LODGroups for your character prefabs.

#gamedev #madewithunity

31.03.2025 15:35 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

This blog is for all #unity developers out there. In it I showcase how to construct a script that handles automatic generation of LOD levels and connecting these to a LODGroup!

#gamedev #madewithunity

28.03.2025 17:56 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

see you there!

15.03.2025 16:27 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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