Jesper Tingvall
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jespertingvall.bsky.social
Jesper Tingvall
@jespertingvall.bsky.social
Product Expert at Simplygon. Post about techart and game development. Big tea fan.

🇸🇪🫖🌶️

Made Skeletal Dance Party 💀 & Scrap Galaxy in own indie studio Catalope Games.
Soon traveling to #migs25, what is in your #gamedev survival kit that you can not be without?
November 7, 2025 at 10:10 PM
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
Material merging in Blender
YouTube video by Simplygon
youtu.be
November 4, 2025 at 5:27 PM
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...
October 28, 2025 at 6:34 PM
The pain of setting up #protonmail bridge, #Thunderbird with #Nixos is real. I can't find any good solution to it.
October 26, 2025 at 2:29 PM
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
October 21, 2025 at 7:16 AM
Anyone else visiting #MIGS25 next month? First time going there, what can I expect?

#gamedev
October 13, 2025 at 4:01 PM
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...
October 13, 2025 at 3:57 PM
October 6, 2025 at 7:15 PM
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
October 6, 2025 at 4:39 PM
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...
How to create a cross billboard impostor
In this blog post, we’ll demonstrate how to use impostor from single view, along with some scene graph manipulation—specifically copying and rotating—to create a cross billboard. A cross billboard con...
simplygon.com
September 29, 2025 at 3:12 PM
Finally Volume II, so hype!

Stygian Bought is always on my travel #metal music list.

www.youtube.com/watch?v=jrz7...
STYGIAN BOUGH - Volume II (Official Teaser)
YouTube video by Profound Lore Records
www.youtube.com
September 25, 2025 at 4:20 PM
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
September 22, 2025 at 2:10 PM
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
September 9, 2025 at 7:21 PM
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
September 1, 2025 at 5:43 PM
In the #cyberpunk future, parents will have to explain to their kid that kid's best friend Mr. Teddy Bear is not dead, just that AWS is down.

futurism.com/experts-horr...
Experts Horrified by AI-Powered Toys for Children
New AI-enabled toys promise to be more interactive than ever, but there's growing concerns that they may stunt childhood development.
futurism.com
August 25, 2025 at 7:04 PM
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...
August 18, 2025 at 7:43 AM
When you think about it, prompt injection attacks are like cognito hazards for #LLMs
August 15, 2025 at 3:50 PM
New #gamedev blog dropped. In it we take a look at welding and geometry importance in Simplygon. This settings can improve extremely low poly asset optimizations.

simplygon.com/posts/b6ed75...
Geometry Importance and Welding for low poly optimization
In this blog we'll look at some settings that can help out when optimizing models to really low poly count. We'll look at geometry importance and weld distance.
simplygon.com
May 13, 2025 at 6:59 AM
In two weeks I'll drop by #NordicGame. Anyone want to meet up and drink tea and nerd out about game optimization?

#gamedev
May 6, 2025 at 2:03 PM
#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
April 30, 2025 at 7:18 AM
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...
April 16, 2025 at 9:40 AM
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
April 14, 2025 at 11:55 AM
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-...
April 9, 2025 at 11:47 AM
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
April 3, 2025 at 7:46 AM