Simplygon Studios
@simplygon.com
57 followers 32 following 54 posts
The Standard in 3D games content optimization. https://simplygon.com/
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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...
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
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 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
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...
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/...
yellow robot holding tools
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...
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
Green alien
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...
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
A huge congratulations to our friends at Arrowhead Game Studios on the #Xbox launch of #Helldivers2!

We are happy to see many new recruits in the fight for managed democracy! 🫡
In todays #madewithunity blog we will have a look at optimizing vegetation using a combination of triangle reduction and billboard cloud impostors. We will also cover texture import settings and configuring LODGroups.

simplygon.com/posts/04a899...

#gamedev
A huge congratulations to our friends over at @ubisoft.com Mainz for receiving the award for best PC game at #gamescom25!

We are looking forward to the release and wish them good luck!
Anno 117: Pax Romana
We had a fantastic time at #Gamescom this year!

One of the highlights was our CTO luncheon, co-hosted with our friends at @havokbuzz.bsky.social , Makers Fund, Hathora, and Pragma.

A big thank you to everyone who joined us for the conversation. Exciting times ahead for games!
#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...
The speaker lineup for Chief Tech Omnium at #gamescom is here. Join us for lunch along with CTOs and technical leaders from the worlds most amazing game studios

Request and invite here: lu.ma/cto_gamescom
Reposted by Simplygon Studios
Next week we will be attending Devcom, along with a number of other events happening around the conference throughout the week.
Keep an eye out for us around Cologne, and reach out if you want to set up a sync about how Havok can super-power your game!
Reposted by Simplygon Studios
Welcome to New Joysey, where the boardwalk’s busted, the games are rigged, and the diner will deep-fry your soul (with extra mozz).

Read more about your newest Gas N' Grill work-cation: owlchemylabs.com/blog/new-dim...
A great way of optimizing drawing of distant LODs is to use a simpler material.

For this you can skip texture sampling and just use vertex colors. Here is how to do it in #blender3d.

www.youtube.com/watch?v=e-qe...

#gamedev
Cast textures into vertex colors in Blender
YouTube video by Simplygon
www.youtube.com
To optimize draw calls in #unity you can use Simplygon's merge material feature. Let's show you how!

www.youtube.com/watch?v=gmeI...

#gamedev
Optimize draw calls in Unity games
YouTube video by Simplygon
www.youtube.com
Reposted by Simplygon Studios
Let's take a look at the Havok 2025.1 Release Highlights!

This release came out for customers a few weeks ago and includes new features and improvements across all Havok products.

www.havok.com/blog/havok-2...
Havok 2025.1 Release Highlights
Including new package distribution, enhanced visual fidelity of cloth, and smooth pathing for more believable character navigation
www.havok.com
Left or right - which is the billboard impostor?

In this blog post we will look at two shading tricks that will increase visual quality of vegetation impostors;

✨Fading of orthogonal planes
✨Noising of normals

simplygon.com/posts/4bf178...

#gamedev #madewithunity
With Simplygon's surface mapper you can bake any geometry to any other geometry.

Here we use it to reuse the same proxy mesh for different assets that does not share topology.

simplygon.com/posts/10e928...

#gamedev #techart
In this blog we will look at how to use the Simplygon quad reducer in #Maya for character optimization.

Quad reduction allows you to create optimized models that keeps the same quad topology.

simplygon.com/posts/a85bac...

#gamedev
Visibility can be a useful #gamedev tool. In this blog we will showcase how to use it in two ways:

⭐ Remove hidden geometry.
⭐ Give less priority to geometry not seen from camera angle.

simplygon.com/posts/9445b4...
Cubboard Cubboard, wireframe Cubboard, wireframe