Soon traveling to #migs25, what is in your #gamedev survival kit that you can not be without?
07.11.2025 22:10 β π 4 π 2 π¬ 0 π 0@jespertingvall.bsky.social
Product Expert at Simplygon. Post about techart and game development. Big tea fan. πΈπͺπ«πΆοΈ Made Skeletal Dance Party π & Scrap Galaxy in own indie studio Catalope Games.
Soon traveling to #migs25, what is in your #gamedev survival kit that you can not be without?
07.11.2025 22:10 β π 4 π 2 π¬ 0 π 0New #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
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.
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...
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 π 0 π 0 π¬ 0 π 0My 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 == π°
developer.microsoft.com/en-us/games/...
#gamedev
Anyone else visiting #MIGS25 next month? First time going there, what can I expect?
#gamedev
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.
LOD5
#gamedev
New tutorial out! Today we look at visibility culling in #unrealengine
06.10.2025 16:39 β π 0 π 0 π¬ 0 π 0Today 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...
Finally Volume II, so hype!
Stygian Bought is always on my travel #metal music list.
www.youtube.com/watch?v=jrz7...
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.
π¨Triangle reduction
πͺVertex Weights
βοΈBone reduction
ποΈMaterial merging
developer.microsoft.com/en-us/games/...
New Simplygon tutorial dropped.
#gamedev
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
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...
#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...
When you think about it, prompt injection attacks are like cognito hazards for #LLMs
15.08.2025 15:50 β π 0 π 0 π¬ 0 π 0New #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...
In two weeks I'll drop by #NordicGame. Anyone want to meet up and drink tea and nerd out about game optimization?
#gamedev
I love this art style!
06.05.2025 12:33 β π 0 π 0 π¬ 0 π 0#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
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 Nβ Grill!
Thank you for using Simplygon technology to optimize the #virtualreality experience!
www.meta.com/en-gb/experi...
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
Another #videogame shipped with Simplygon tech!
09.04.2025 11:47 β π 0 π 0 π¬ 0 π 0#vargΓ₯lder was amazing to see live.
www.youtube.com/watch?v=-oyr...
#metalhead #blackmetal
Ubisoftβs development team has successfully launched Assassinβs Creed Shadowsβhuge congratulations on reaching this milestone!
Weβre proud that Simplygon technology played a role in optimizing the richly detailed world of Feudal Japan.
store.ubisoft.com/eu/assassins...
#videogames #gamedev
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
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
see you there!
15.03.2025 16:27 β π 1 π 0 π¬ 0 π 0