Jesper Tingvall
banner
jespertingvall.bsky.social
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.
Posts Media Videos Starter Packs
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 == 💰

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.
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...
New tutorial out! Today we look at visibility culling in #unrealengine
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
Visibility culling using Nav Mesh in Unreal Engine
YouTube video by Simplygon
youtu.be
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.

🔨Triangle reduction
🪛Vertex Weights
⛏️Bone reduction
🖌️Material merging

developer.microsoft.com/en-us/games/...
The Four Fundamental Simplygon Tools for Automated Character Optimization
From triangle reduction to material merging, learn more about building an automated character optimization pipeline.
developer.microsoft.com
New Simplygon tutorial dropped.

#gamedev
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
Optimize models to simple quad impostor in Unity
YouTube video by Simplygon
youtube.com
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
Reposted by Jesper Tingvall
#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
In two weeks I'll drop by #NordicGame. Anyone want to meet up and drink tea and nerd out about game optimization?

#gamedev
#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
Reposted by Jesper Tingvall
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...
Reposted by Jesper Tingvall
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!
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-...
Reposted by Jesper Tingvall
Ubisoft’s development team has successfully launched Assassin’s Creed Shadows—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
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
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
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
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...