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Jesper Tingvall

@jespertingvall.bsky.social
234 followers 1.6K following 150 posts

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.

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Jesper Tingvall @jespertingvall.bsky.social · 21/09/2026
I wrote a blog on 3D asset optimization aimed at strategy games. simplygon.com/blog/1ffd13c... #gamedev
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Jesper Tingvall @jespertingvall.bsky.social · 20/09/2026
#homeassistant automation which tracks the important stats (liters of tea per day). Made with an IKEA Grillplats plug detecting if power to water kettle is above 2000 W for 2:45 min. #iot #homeautomation
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Jesper Tingvall @jespertingvall.bsky.social · 14/09/2026
We got a customer story from the amazing 5 Lives Studios on how they ported Cozy Caravan to mobile and Nintendo Switch. #techart #gamedev
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Reposted by Jesper Tingvall
Simplygon Studios @simplygon.com · 17/08/2026
Tokyo skylines. Mountain roads. Dense forests. Massive vistas. See how Playground Games used Simplygon to help bring Horizon's vision of Japan to life in #forzahorizon6. simplygon.com/posts/f2a10d... #gamedev
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Simplygon Studios @simplygon.com · 14/08/2026
We're revving up the engines for #gamescom2026! Curious about automated 3D asset optimization, LOD generation, pipeline automation, or scaling content production? Let's meet and talk about how Simplygon can help streamline your workflow. See you in Cologne!
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Jesper Tingvall @jespertingvall.bsky.social · 29/07/2026
A few weeks ago I visited Develop together with part of the Simply-crew. Was nice to be out on the roads again with Poly!
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Jesper Tingvall @jespertingvall.bsky.social · 01/07/2026
This month I'll visit #DevelopBrighton to share the latest automated 3D content optimization tools. Let me know if you want to meet up!
Yellow robot with tools.
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Jesper Tingvall @jespertingvall.bsky.social · 30/06/2026
Triumphal_Arch_LOD5.fbx #gamedev
Triumphal arch at the Great State Fair on the National Mall in Washington
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Reposted by Jesper Tingvall
Simplygon Studios @simplygon.com · 21/05/2026
Forza Horizon 6 sets a new bar for scale and visual richness. Huge congrats to Playground Games on an incredible achievement! Proud that Simplygon helped power the optimization behind the scenes. Now it’s time to hit the road at full speed forza.net/forzahorizon6
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Jesper Tingvall @jespertingvall.bsky.social · 13/05/2026
My Game Industry Conference (GIC) talk is now online. In it I cover HLODs and what role it plays in video game. I'll cover different approaches for different assets and some performance comparisons in #Unity and #Unreal. youtu.be/vLcycD78Az0 #gamedev
youtu.be
HLOD can save your game! - Jesper Tingvall || Simplygon - Xbox ||
YouTube video by Game Industry Conference
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Jesper Tingvall @jespertingvall.bsky.social · 11/05/2026
In this #gamedev blog, I showcase a solution to a common challenge studios face when working with large numbers of character assets. Typically, we recommend using vertex colors to highlight the face, indicating that this area is more important.
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Jesper Tingvall @jespertingvall.bsky.social · 08/05/2026
Next stop: #digitaldragons Anyone else dropping by?
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Jesper Tingvall @jespertingvall.bsky.social · 27/04/2026
In this #gamedev blog about alpha-blending materials for proxy models, I went down a deep rabbit hole. Alpha blending might seem like an easy problem at first, but it raises a lot of questions once you consider channels other than just the color channel. (cont.)
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Jesper Tingvall @jespertingvall.bsky.social · 31/03/2026
Today's Simplygon blog is about visibility culling in #Unity. Perfect for games with fixed camera angles or constrained playable area (looking at you VR games). simplygon.com/posts/bf1c69... #gamedev
simplygon.com
Reduce overdraw in Unity games with visibility culling
In this blog post we will show how to use Simplygon to optimize a Unity scene with visibility culling. This allows us to throw away geometry that is never visible from the player's point of view, redu...
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Jesper Tingvall @jespertingvall.bsky.social · 16/03/2026
My next #gamedev Simplygon blog is about part remover. It is a tool that can be used in combination with reduction to generate more clean LODs. If you have models with lots of small disconnected parts, it can be of great help! simplygon.com/posts/7f497e...
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Jesper Tingvall @jespertingvall.bsky.social · 03/03/2026
New #gamedev blog up. In it I showcase how to use vertex weights to control geometry density and UV scale. This allows you to construct a pipeline where the artists are still in control, but have the full power of automation behind them! simplygon.com/posts/ae19d9...
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Jesper Tingvall @jespertingvall.bsky.social · 24/02/2026
New #Unity tutorial up: How to use Simplygon's visibility culling to remove hidden geometry. Never ship a triangle that the player can not see! www.youtube.com/watch?v=GXa_... #gamedev
hidden geometry removed from scene
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Jesper Tingvall @jespertingvall.bsky.social · 19/02/2026
Merge distance 0.0 explained. #Blender #gamedev
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Jesper Tingvall @jespertingvall.bsky.social · 10/02/2026
Visited Pocket Gamer Connects London and got reminded that mobile dev = managing cash flows: user acquisition, monetization & ongoing updates. So I wrote about how to cut 3D asset optimization costs for mobile games. simplygon.com/posts/9bdd27... #gamedev
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Jesper Tingvall @jespertingvall.bsky.social · 04/02/2026
The most common issue in LOD creation is using an incorrect reduction target. Don't let this happen to your LODs, use max deviation or screen size! simplygon.com/posts/b83478... #gamedev
simplygon.com
What is the right reduction target for LOD creation?
A common question when setting up LODs is which reduction target to use. Using a bad target is the origin of many problems, such as LOD popping or broken assets.
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Jesper Tingvall @jespertingvall.bsky.social · 29/01/2026
You Don't Know What A Rework Is by #arottenbit is pure post-chiptune sludge metal perfection. arottenbit2029.bandcamp.com/album/you-do... #music
arottenbit2029.bandcamp.com
You Don't Know What A Rework Is, by arottenbit
20 track album
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Jesper Tingvall @jespertingvall.bsky.social · 26/01/2026
When shadow map is too low res. #gamedev
street light with pixelated shadow
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Jesper Tingvall @jespertingvall.bsky.social · 23/01/2026
Another of my @msftgamedev.bsky.social articles is up. In it I'll give an overview of how to optimize vegetation assets. I'll cover why those are tricky and what tools we at @simplygon.com has to tackle them. developer.microsoft.com/en-us/games/... #gamedev
developer.microsoft.com
How to Optimize Vegetation with Simplygon
We take a closer look at five different tools for automated vegetation asset optimization.
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Jesper Tingvall @jespertingvall.bsky.social · 22/01/2026
I just came home from Pocket Gamer Connects London. It was a pretty nice, very crowded conference. Focus of the conference was in the monetization and user acquisition more then tech heavy in my opinion. But that did not stop us from having lots of great meetings with developers.
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Jesper Tingvall @jespertingvall.bsky.social · 14/12/2025
Next Microsoft #gamedev blog up; after characters we take a close look at how to optimize cars for racing games. developer.microsoft.com/en-us/games/...
two yellow cars
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Jesper Tingvall @jespertingvall.bsky.social · 10/12/2025
My third post is up on Microsoft's Game Dev Blog. In it I look at three advanced #gamedev tools for character optimization. 🗿 Keep topology with quad reduction 🧩 Reducing modular characters 🫟 Simplified shaders for distant LODs with vertex color developer.microsoft.com/en-us/games/...
developer.microsoft.com
3 Advanced Simplygon Tools to Improve Your Automated Character LOD Pipeline
An automated LOD pipeline can save time and ensure consistency. Here’s how to use Simplygon to take yours to the next level.
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Jesper Tingvall @jespertingvall.bsky.social · 18/11/2025
Last week I put out a #gamedev article about how animation hides LOD transition. Key take away: Animations in the data set I used always made LOD transition harder to spot. So animated objects could be switched closer to camera without player noticing. simplygon.com/posts/11f004...
simplygon.com
How animation hides LOD Transitions
In this blog post, we will investigate how animations affect LOD transitions. According to our results, we can switch at 3.5 times the screen size, or around 4 times closer to the camera if an object ...
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Jesper Tingvall @jespertingvall.bsky.social · 07/11/2025
Soon traveling to #migs25, what is in your #gamedev survival kit that you can not be without?
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Jesper Tingvall @jespertingvall.bsky.social · 04/11/2025
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
youtu.be
Material merging in Blender
YouTube video by Simplygon
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Jesper Tingvall @jespertingvall.bsky.social · 28/10/2025
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...
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Jesper Tingvall @jespertingvall.bsky.social · 26/10/2025
The pain of setting up #protonmail bridge, #Thunderbird with #Nixos is real. I can't find any good solution to it.
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Jesper Tingvall @jespertingvall.bsky.social · 21/10/2025
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
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Jesper Tingvall @jespertingvall.bsky.social · 13/10/2025
Anyone else visiting #MIGS25 next month? First time going there, what can I expect? #gamedev
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Jesper Tingvall @jespertingvall.bsky.social · 13/10/2025
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.
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Jesper Tingvall @jespertingvall.bsky.social · 06/10/2025
LOD5 #gamedev
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Jesper Tingvall @jespertingvall.bsky.social · 06/10/2025
New tutorial out! Today we look at visibility culling in #unrealengine
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Jesper Tingvall @jespertingvall.bsky.social · 29/09/2025
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...
simplygon.com
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...
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Jesper Tingvall @jespertingvall.bsky.social · 25/09/2025
Finally Volume II, so hype! Stygian Bought is always on my travel #metal music list. www.youtube.com/watch?v=jrz7...
youtube.com
STYGIAN BOUGH - Volume II (Official Teaser)
YouTube video by Profound Lore Records
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Jesper Tingvall @jespertingvall.bsky.social · 22/09/2025
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/...
developer.microsoft.com
The Four Fundamental Simplygon Tools for Automated Character Optimization
From triangle reduction to material merging, learn more about building an automated character optimization pipeline.
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Jesper Tingvall @jespertingvall.bsky.social · 09/09/2025
New Simplygon tutorial dropped. #gamedev
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Jesper Tingvall @jespertingvall.bsky.social · 01/09/2025
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
Two trees
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Jesper Tingvall @jespertingvall.bsky.social · 25/08/2025
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...
futurism.com
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.
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Simplygon Studios @simplygon.com · 18/08/2025
#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...
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Jesper Tingvall @jespertingvall.bsky.social · 15/08/2025
When you think about it, prompt injection attacks are like cognito hazards for #LLMs
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Jesper Tingvall @jespertingvall.bsky.social · 13/05/2025
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...
simplygon.com
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.
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Jesper Tingvall @jespertingvall.bsky.social · 06/05/2025
In two weeks I'll drop by #NordicGame. Anyone want to meet up and drink tea and nerd out about game optimization? #gamedev
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Jesper Tingvall @jespertingvall.bsky.social · 30/04/2025
#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
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Simplygon Studios @simplygon.com · 16/04/2025
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...
screen shot from Hexas
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Simplygon Studios @simplygon.com · 14/04/2025
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
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Jesper Tingvall @jespertingvall.bsky.social · 09/04/2025
Another #videogame shipped with Simplygon tech!
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