New #gamedev blog up. In it I showcase how to use vertex weights to control geometry density and UV scale.
This allows you to construct a pipeline where the artists are still in control, but have the full power of automation behind them!
simplygon.com/posts/ae19d9...
03.03.2026 08:22
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hidden geometry removed from scene
New #Unity tutorial up: How to use Simplygon's visibility culling to remove hidden geometry. Never ship a triangle that the player can not see!
www.youtube.com/watch?v=GXa_...
#gamedev
24.02.2026 19:03
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Merge distance 0.0 explained.
#Blender #gamedev
19.02.2026 20:57
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Visited Pocket Gamer Connects London and got reminded that mobile dev = managing cash flows: user acquisition, monetization & ongoing updates.
So I wrote about how to cut 3D asset optimization costs for mobile games.
simplygon.com/posts/9bdd27...
#gamedev
10.02.2026 15:39
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You Don't Know What A Rework Is, by arottenbit
20 track album
You Don't Know What A Rework Is
by #arottenbit is pure post-chiptune sludge metal perfection.
arottenbit2029.bandcamp.com/album/you-do...
#music
29.01.2026 17:55
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street light with pixelated shadow
When shadow map is too low res.
#gamedev
26.01.2026 20:00
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How to Optimize Vegetation with Simplygon
We take a closer look at five different tools for automated vegetation asset optimization.
Another of my @msftgamedev.bsky.social articles is up. In it I'll give an overview of how to optimize vegetation assets. I'll cover why those are tricky and what tools we at @simplygon.com has to tackle them.
developer.microsoft.com/en-us/games/...
#gamedev
23.01.2026 16:04
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To me it is clear that mobile games are becoming more and more 3D focused, and with that developers will face issue of optimizing tons of assets targeting multiple device categories. From Simplygon's point of view, that makes us very happy.
22.01.2026 14:47
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I just came home from Pocket Gamer Connects London. It was a pretty nice, very crowded conference.
Focus of the conference was in the monetization and user acquisition more then tech heavy in my opinion. But that did not stop us from having lots of great meetings with developers.
22.01.2026 14:47
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two yellow cars
Next Microsoft #gamedev blog up; after characters we take a close look at how to optimize cars for racing games.
developer.microsoft.com/en-us/games/...
14.12.2025 13:51
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3 Advanced Simplygon Tools to Improve Your Automated Character LOD Pipeline
An automated LOD pipeline can save time and ensure consistency. Hereβs how to use Simplygon to take yours to the next level.
My third post is up on Microsoft's Game Dev Blog. In it I look at three advanced #gamedev tools for character optimization.
πΏ Keep topology with quad reduction
π§© Reducing modular characters
π« Simplified shaders for distant LODs with vertex color
developer.microsoft.com/en-us/games/...
10.12.2025 21:12
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How animation hides LOD Transitions
In this blog post, we will investigate how animations affect LOD transitions. According to our results, we can switch at 3.5 times the screen size, or around 4 times closer to the camera if an object ...
Last week I put out a #gamedev article about how animation hides LOD transition. Key take away:
Animations in the data set I used always made LOD transition harder to spot. So animated objects could be switched closer to camera without player noticing.
simplygon.com/posts/11f004...
18.11.2025 18:54
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Soon traveling to #migs25, what is in your #gamedev survival kit that you can not be without?
07.11.2025 22:10
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Material merging in Blender
YouTube video by Simplygon
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
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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
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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
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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
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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 == π°
developer.microsoft.com/en-us/games/...
#gamedev
21.10.2025 07:16
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Anyone else visiting #MIGS25 next month? First time going there, what can I expect?
#gamedev
13.10.2025 16:01
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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
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LOD5
#gamedev
06.10.2025 19:15
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New tutorial out! Today we look at visibility culling in #unrealengine
06.10.2025 16:39
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How to create a cross billboard impostor
In this blog post, weβll demonstrate how to use impostor from single view, along with some scene graph manipulationβspecifically copying and rotatingβto 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
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STYGIAN BOUGH - Volume II (Official Teaser)
YouTube video by Profound Lore Records
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
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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.
π¨Triangle reduction
πͺVertex Weights
βοΈBone reduction
ποΈMaterial merging
developer.microsoft.com/en-us/games/...
22.09.2025 14:10
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New Simplygon tutorial dropped.
#gamedev
09.09.2025 19:21
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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
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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
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