Jesper Tingvall
@jespertingvall.bsky.social
220 followers
1.6K following
120 posts
Product Expert at Simplygon, Xbox. Post about techart and game development. Big tea fan.
🇸🇪🫖🌶️
Made Skeletal Dance Party 💀 & Scrap Galaxy in own indie studio Catalope Games.
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Billboard clouds can be a lifesaver for #gamedev assets where neither reduction nor remeshing works. In this blog we will have a look at how to fine tune the optimization settings for them.
simplygon.com/posts/a2ea9a...
simplygon.com/posts/a2ea9a...
Simplygon can use #UnrealEngine 's Nav Mesh for visibility culling. This is an useful way to remove triangles never visible from the player's point of view.
Let us look at how to use us it when creating standins.
youtu.be/SjXuVgWEPGg
#gamedev
Let us look at how to use us it when creating standins.
youtu.be/SjXuVgWEPGg
#gamedev
Visibility culling using Nav Mesh in Unreal Engine
YouTube video by Simplygon
youtu.be
To optimize geometry and draw calls distant objects can be optimized into simple billboards.
Let us look at how to use impostor from single view in #unity3d.
youtube.com/watch?v=9Vul...
#gamedev
Let us look at how to use impostor from single view in #unity3d.
youtube.com/watch?v=9Vul...
#gamedev
Optimize models to simple quad impostor in Unity
YouTube video by Simplygon
youtube.com
Reposted by Jesper Tingvall
Reposted by Jesper Tingvall
Reposted by Jesper Tingvall
A big congratulations to our sister studio, @compulsiongames.bsky.social, on the launch of South of Midnight!
In the lead-up to release, we at Simplygon had the privilege of collaborating closely with the team to help ensure a smooth #videogame experience.
compulsiongames.com/games/south-...
In the lead-up to release, we at Simplygon had the privilege of collaborating closely with the team to help ensure a smooth #videogame experience.
compulsiongames.com/games/south-...
Reposted by Jesper Tingvall
In todays Simplygon blog we will cover how to automate optimization of character prefabs in #Unity. We will use both reduction and material merging to address both triangle count and draw calls.
simplygon.com/posts/7942ba...
#gamedev
simplygon.com/posts/7942ba...
#gamedev
In today's #gamedev blog we will look at how to automate optimization of #Unity prefabs. We share optimization settings between different prefabs. This allows us to easily fine tune performance and quality and rebuild all LODs.
simplygon.com/posts/94de6b...
simplygon.com/posts/94de6b...