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

https://simplygon.com/
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
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! 🫡
September 5, 2025 at 7:49 AM
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
September 1, 2025 at 8:04 AM
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!
August 26, 2025 at 1:02 PM
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!
August 21, 2025 at 8:19 AM
#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...
August 18, 2025 at 7:43 AM
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
August 15, 2025 at 8:32 AM
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
July 28, 2025 at 6:31 AM
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
July 21, 2025 at 6:11 AM