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Simplygon Studios
@simplygon.com
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...
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
Material merging is a useful tool to reduce draw calls. This is especially important for mobile and VR games.

Here we'll showcase how to do it with Simplygon's #Blender3d plugin.

youtu.be/kB7Esq5RL80

#gamedev
Material merging in Blender
YouTube video by Simplygon
youtu.be
November 3, 2025 at 4:50 PM
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
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 11:14 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
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 8, 2025 at 8:34 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
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!
August 14, 2025 at 11:29 AM
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...
August 12, 2025 at 4:14 PM
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
August 11, 2025 at 7:31 AM