Jesper Tingvall
banner
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.
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
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
October 6, 2025 at 7:15 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
When you think about it, prompt injection attacks are like cognito hazards for #LLMs
August 15, 2025 at 3:50 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
Tomorrow I'll fly to #GDC2025. I'll bring cool loot, find me to get some :D
March 15, 2025 at 8:29 AM
Last weeks I've been playing lots of Galacticare. Lovely sci-fi hostpital managment game!

#videogame
February 8, 2025 at 9:45 PM
Growing up is discovering Dissection.

#metalhead
February 8, 2025 at 11:54 AM
It is now time for a #Simplygon #gamedev blog, the first for 2025. In it we will have a look at how to use compute casting to cast textures in #Unity. This is useful if you have materials that does not use the standard shaders and want to create proxy models.

simplygon.com/posts/1a2e1c...
January 20, 2025 at 4:15 PM
We at Simplygon want to wish you a low-poly Christmas and a lag-free new year!

Now let's UV unwrap all those presents!

#gamedev
December 23, 2024 at 6:15 PM
I just finished Dungeon IV: Not Another Multiverse DLC. Very fun with the new over world mechanic, hope it makes another appearance. Would be fun to combine demons with humans, or the orks...

A very fun DLC and looking forward to the next one!

#gaming
December 23, 2024 at 5:01 PM
Christmas came early to all #gamedev people... #Simplygon 10.4 is out! 🎉

🌟Import & export API for Unreal Engine 5.5.
🌟Improved quad reduction, small part remover & attribute tessellation.
🌟Compatibility with Maya 2025 and Blender 4.2 LTS.

simplygon.com/posts/296edc...
December 16, 2024 at 7:43 PM
Today's Simplygon blog is about how to extend and adapt the Simplygon scripting framework to suit your own needs.

simplygon.com/posts/bcb6bf...

#gamedev #techart
December 9, 2024 at 8:50 AM

In today's #Simplygon blog I'll cover a little known feature called Surface Mapper. With it you can create mapping images from different geometries. The use case I'll showcase is baking materials to an own supplied proxy model.

simplygon.com/posts/10e928...

#gamedev
#techart
November 25, 2024 at 9:00 AM
I am blown away from seeing #Arottenbit live. Never thought a man with a Gameboy and a garbage can would put me into a mosh pit.

#chiptune #metalhead
November 7, 2024 at 11:14 PM
Video game optimization
November 5, 2024 at 7:44 PM
November 1, 2024 at 10:47 PM
Next week I'll give a #gamedev talk about HLOD at #GIC24!

First time visiting #Poznan and GIC, what can I expect?

gic.gd/agenda/#jesp...
October 16, 2024 at 12:05 PM
#gamedev tips:

⭐ For really distant LODs you can sometimes skip textures and just use vertex colors.
⭐ You can not just save color data in textures, but also other maps like metallic.

Let's create some LODs for that in #Blender with #Simplygon.

www.youtube.com/watch?v=e-qe...
October 7, 2024 at 3:18 PM
Great tip for high quality audio!

#gamedev
October 1, 2024 at 10:27 AM
In this #gamedev blog I'll create a #Unity editor tool that enables replacing distant meshes with proxies. This is perfect when you want to reuse assets between levels, but don't require them to be viewed up close. Ideally you want all distant objects to be proxies.

simplygon.com/posts/377d25...
September 30, 2024 at 11:46 AM

I am very happy to announce that my "Simplygon GDC talk will get a sequel! In October at Game Industry Conference I'll give the talk "HLOD can save your game!". More info to come.

#GIC24 #gamedev #indiedev
September 24, 2024 at 7:58 AM
New #UnrealEngine optimization blog up.

Today we look at visibility culled stand-ins.

simplygon.com/posts/8b300a...

#gamedev #techart
September 16, 2024 at 9:21 AM
Have you ever struggled with draw calls in #Unity?

Then have a look at the new #gamedev tutorial I released. It covers how to use material casting to merge materials together. This allows you to use only one draw call for more low end devices or distant LODs.

www.youtube.com/watch?v=gmeI...
September 9, 2024 at 8:48 AM