Simplygon Studios
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simplygon.com
Simplygon Studios
@simplygon.com
The Standard in 3D games content optimization.

https://simplygon.com/
Can you spot the difference of 156k triangles and 62 triangles?

In this #gamedev blog we look at how to use Billboard clouds in combination with compute casters. Especially useful if you have custom shaders with alpha clipping.

simplygon.com/posts/91f895...
February 13, 2026 at 8:14 AM
Mobile games often rely on a free-to-play model where monetization comes from microtransactions.

👉Asset creation cost is directly correlated to how profitable the video game is.

👍How to reduce the cost of mobile art optimization
simplygon.com/posts/9bdd27...

#gamedev
February 9, 2026 at 9:37 AM
Why does a 30% triangle reduction look great on one asset… and completely destroy another?

Because triangle ratio doesn’t understand introduced error.

Use On Screen Size or Max deviation instead 👇
simplygon.com/posts/b83478...

#gamedev #techart
February 2, 2026 at 10:32 AM
🌿 Vegetation is everywhere in modern games — but it’s also one of the hardest things to optimize. Dense foliage, complex alpha cards, hundreds thousands of verts… without the right tools, it quickly becomes a performance bottleneck.

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

#gamedev
January 27, 2026 at 2:03 PM
We will be at #PGCLondon!

If you want to discuss how automated 3D content optimization can improve your game development pipeline get in contact.

#PGConnects
January 8, 2026 at 12:02 PM
May your holidays be fully baked, your assets perfectly LODed, and your new year ship at a solid framerate!

God Jul from the Simplygon team!
December 19, 2025 at 12:33 PM
Today, we’ll look at how to add additional texture channels to a Simplygon scene. This is useful if your game uses extra material channels beyond what is supported by standard file formats.

simplygon.com/posts/1c9203...

#gamedev
December 8, 2025 at 12:00 PM
Vegetation optimization can be a tricky #gamedev area.

Here is how to tackle it in #unity3d with a combination of triangle reduction and billboard clouds.

youtu.be/MNR-fmlLYh4
December 1, 2025 at 2:17 PM
Congratulations to Ubisoft Mainz on launching Anno 117: Pax Romana! 🏛️

A stunning city builder optimized with Simplygon technology.

Start shaping your legacy as Governor today.
www.anno-union.com/games/anno-1...
November 26, 2025 at 11:38 AM
#gtmfjp2025 で素晴らしい時間を過ごせました。ブースや講演にお越しいただいた皆さま、本当にありがとうございました!
November 25, 2025 at 1:20 PM
Today's #gamedev topic is handling alpha clipping when using Compute Casters.

Perfect for creating proxy models for vegetation or fences.

simplygon.com/posts/91f895...
November 24, 2025 at 9:03 AM
Characters can be tricky to optimize and require different tools for different situations:
🔨 Triangle reduction
🪛 Vertex weights
⛏️ Bone reduction
🖌️ Material merging

In this #gamedev blog, we give an overview of when to apply them:
simplygon.com/posts/912bdf...
November 17, 2025 at 3:38 PM
When deciding on LOD transitions, it's crucial to view the asset in context, especially animation.

Does animation make LOD transitions easier or harder to spot?

Find out in our latest #gamedev blog:
simplygon.com/posts/11f004...
November 11, 2025 at 5:52 PM
We are packing our bags for #migs25. What should we definitely not forget to bring along?
November 7, 2025 at 2:46 PM
The reviews are in, and Outer Worlds 2 looks fabulous! Amazing work @obsidian.net !

Before launch, our developer team took a trip to Arcadia and helped optimize the new frontier with Simplygon technology.

The universe needs a hero, but you’ll have to do.
outerworlds2.obsidian.net
November 6, 2025 at 10:45 AM
Here's a visualization of clustered meshlet rendering. We can see that as the camera moves around in the scene, we get different quality level on the individual clusters.

More information & code:
simplygon.com/posts/9886e4...

#gamedev
October 30, 2025 at 10:59 AM
Today, we’re taking a closer look at Simplygon’s newest #gamedev feature.

Discover how the clustered meshlet optimizer enables continuous LOD for modern mesh shader pipelines.

simplygon.com/posts/9886e4...
October 27, 2025 at 8:14 AM
Mobile games have come a long way since simple 2D games. Today’s games are fully 3D and contain thousands of unique assets.

An important tool to get the game to run well on all devices is automated 3D optimization. Read our thoughts on it here:

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

#gamedev
October 21, 2025 at 6:33 AM
We will be at #MIGS25 in Montréal, Québec to help even more game studios optimize their games.

If you want to know more about how an automated 3D asset content optimization pipeline can benefit you, let’s meet for a chat!

#GameDev
October 16, 2025 at 8:19 AM
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...
October 13, 2025 at 7:45 AM
A clever #gamedev optimization for symmetrical assets is to create a impostor from single view, clone it and rotate 90 degrees. This gives you a cross billboard with efficient texture usage.

Let us look at how to do it in #blender3d with Simplygon.
simplygon.com/posts/1b1eb3...
September 29, 2025 at 6:55 AM
Today we will have a look at the four fundamental #techart tools of automated skinned 3D model optimization:

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

Does your #gamedev toolbox contain all of them?

developer.microsoft.com/en-us/games/...
September 22, 2025 at 8:29 AM
Since our initial release of Simplygon 10.4, we have added several new features, improvements, and fixes.

⭐ New clustered meshlet optimizer
⭐ Improvement to high-density reducer
⭐ Improvements to UE plugin

And much more, read all about it here.

simplygon.com/posts/999239...
September 18, 2025 at 8:35 AM
With material merging you can reduce draw calls in #unity by merging multiple materials into one. It is a perfect way to optimize assets for low end platforms or virtual reality.

Let us show you how!
simplygon.com/posts/2bb520...

#gamedev #techart
September 15, 2025 at 7:22 AM
A big congratulations to our sister studio, MachineGames, on the launch of Indiana Jones: The Order of Giants!

We are proud that Simplygon technology has helped to optimize the ancient streets of Rome and all the hidden, forgotten catacombs.

indianajones.bethesda.net/en-EU/buy-no...
September 11, 2025 at 8:51 AM