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Simplygon Studios

@simplygon.com
77 followers 38 following 108 posts

The Standard in 3D games content optimization. simplygon.com

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Simplygon Studios @simplygon.com · 29/09/2026
Some things were never meant to stay contained. Huge congratulations to our friends at Remedy Entertainment on the release of CONTROL Resonant!
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Simplygon Studios @simplygon.com · 21/09/2026
Hundreds of units. Huge maps. Zoomable cameras. And, inevitably, someone spends their entire population cap on workers. Our latest #gamedev blog covers Simplygon techniques for optimizing 3D assets in strategy games. simplygon.com/blog/1ffd13c...
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Simplygon Studios @simplygon.com · 14/09/2026
How do you preserve a cozy art style while cutting memory usage for Switch and mobile? 5 Lives Studios used Simplygon to reduce mesh costs, remove hidden geometry, and scale optimization across a huge library of customizable assets in #cozycaravan. simplygon.com/blog/374e4a8...
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Simplygon Studios @simplygon.com · 09/09/2026
Huge congratulations to Rebel Wolves on the launch of The Blood of #Dawnwalker! We're honored that Simplygon has contributed to the game's development by helping optimize content, supporting the team in bringing their world to players with maximum quality and performance.
The Blood of Dawnwalker
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Simplygon Studios @simplygon.com · 01/09/2026
A big thank you to everyone who joined us for the #gamescom dev CTO Lunch in Cologne! It was fantastic to bring together CTOs and technical leaders from across the games industry for open conversations, shared experiences, and new connections.
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Simplygon Studios @simplygon.com · 20/08/2026
We’re excited to co-host the gamescom dev CTO Lunch in Cologne. An invite-only chance to connect with CTOs and dev leaders across the games industry.
gamescom dev CTO lunch
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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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Simplygon Studios @simplygon.com · 29/07/2026
During our trip to Develop:Brighton, it was great to catch up with our friends at @bigfarmerstudio.bsky.social
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Simplygon Studios @simplygon.com · 01/07/2026
We'll be at #DevelopBrighton in July 14–16. If you want to learn more about automated 3D content optimization, we’d be happy to meet you! #DevelopConf
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Simplygon Studios @simplygon.com · 25/05/2026
Getting good LODs is only half the job, knowing when to switch is just as important. In our latest blog, we show how to control LOD transitions in #UE5 with Simplygon. simplygon.com/posts/dd1091... #GameDev
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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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Simplygon Studios @simplygon.com · 11/05/2026
This blog shows how to generate vertex weights from skinning data and drive reduction using bones - no vertex painting required. simplygon.com/posts/f58715... #gamedev
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Simplygon Studios @simplygon.com · 04/05/2026
In this blog, we will look at five different tools for automated vegetation asset optimization. We will go in order from those suitable for closer distances to those to be used when the vegetation is further away. simplygon.com/posts/aba6ae... #gamedev
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Simplygon Studios @simplygon.com · 27/04/2026
Ever tried baking materials behind glass? This post breaks down alpha‑blended compute shaders for diffuse, roughness, metallic & normals in Simplygon. simplygon.com/posts/bfd8ce... #gamedev #techart
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Simplygon Studios @simplygon.com · 23/04/2026
Level up your character LOD pipeline with Simplygon ⚙️ This post covers 3 advanced techniques: 🔨 Quad reduction 🔨 Modular seams 🔨 Simplified shaders via vertex color casting Read more 👇 simplygon.com/posts/2f2ae2... #gamedev
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Simplygon Studios @simplygon.com · 09/04/2026
How do you ship a visually rich game at 60 FPS with a small team? Learn how Simplygon was used in Compulsion Games’ masterpiece South of Midnight. simplygon.com/posts/915430... #gamedev #unrealengine
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Simplygon Studios @simplygon.com · 08/04/2026
Are you developing a racing game? Then these 5 #gamedev tips on how to improve your vehicle optimization pipeline are for you! simplygon.com/posts/3816de...
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Simplygon Studios @simplygon.com · 30/03/2026
In this blog post, we show how to use Simplygon to optimize a #Unity scene with visibility culling. This allows us to remove geometry that is never visible from the player’s point of view, reducing both overdraw and the number of triangles. simplygon.com/posts/bf1c69... #gamedev
Unity screenshot with hidden geometry removed
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Simplygon Studios @simplygon.com · 25/03/2026
Congratulations to our friends at Pearl Abyss on launching #CrimsonDesert! We are honored that our technology helped to optimize the seamless open world of Pywel. Reclaim power. Reach beyond. crimsondesert.pearlabyss.com
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Simplygon Studios @simplygon.com · 20/03/2026
Why introduce new materials when remeshing? In this blog, we show how to bake proxy textures back into the original atlas. This allows you to reuse the same material for your distant proxy models. simplygon.com/posts/453ceb... #gamedev
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Simplygon Studios @simplygon.com · 16/03/2026
The Part Remover is a great addition to any reduction pipeline. It removes small, disconnected parts that can otherwise interfere with clean reductions. simplygon.com/posts/7f497e... #gamedev
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Simplygon Studios @simplygon.com · 12/03/2026
Optimizing thin, perforated structures (bridges, scaffolding, trusses) breaks traditional reduction due to too many holes and poor connectivity. This post shows how Billboard Cloud Outer Shell impostors preserve silhouette and density. ➜ simplygon.com/posts/a2ea9a... #gamedev
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Simplygon Studios @simplygon.com · 10/03/2026
Take your #gamedev character LOD pipeline to the next level with Simplygon 💥 In this post we dive into: 🔨 Quad reduction 🔨 Modular seams 🔨 Simplified shaders via vertex color casting simplygon.com/posts/2f2ae2...
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Simplygon Studios @simplygon.com · 06/03/2026
Different meshes. Different topology. Same LOD. In this post, we show how to reuse a single proxy model across multiple assets using Simplygon’s Surface Mapper. simplygon.com/posts/10e928... #gamedev
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Simplygon Studios @simplygon.com · 02/03/2026
In the latest Simplygon #3dsmax blog, we showcase how to influence geometric quality and UV scaling in a combined quad‑reduction and material‑merging pipeline. This allows your artists to guide the optimization using vertex colors. simplygon.com/posts/ae19d9... #gamedev
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Simplygon Studios @simplygon.com · 19/02/2026
Next month we will visit #GDC2026 and showcase the latest tech we been working on for automated 3d content optimization. If you are interested in seeing how this can help your #gamedev project, reach out to book at meeting.
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Simplygon Studios @simplygon.com · 13/02/2026
Can you spot the difference of 156k triangles and 62 triangles? In this #gamedev blog we look at how to use Billboard clouds in combination with compute casters. Especially useful if you have custom shaders with alpha clipping. simplygon.com/posts/91f895...
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Simplygon Studios @simplygon.com · 09/02/2026
Mobile games often rely on a free-to-play model where monetization comes from microtransactions. 👉Asset creation cost is directly correlated to how profitable the video game is. 👍How to reduce the cost of mobile art optimization simplygon.com/posts/9bdd27... #gamedev
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Simplygon Studios @simplygon.com · 02/02/2026
Why does a 30% triangle reduction look great on one asset… and completely destroy another? Because triangle ratio doesn’t understand introduced error. Use On Screen Size or Max deviation instead 👇 simplygon.com/posts/b83478... #gamedev #techart
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Simplygon Studios @simplygon.com · 27/01/2026
🌿 Vegetation is everywhere in modern games — but it’s also one of the hardest things to optimize. Dense foliage, complex alpha cards, hundreds thousands of verts… without the right tools, it quickly becomes a performance bottleneck. developer.microsoft.com/en-us/games/... #gamedev
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Simplygon Studios @simplygon.com · 08/01/2026
We will be at #PGCLondon! If you want to discuss how automated 3D content optimization can improve your game development pipeline get in contact. #PGConnects
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Simplygon Studios @simplygon.com · 19/12/2025
May your holidays be fully baked, your assets perfectly LODed, and your new year ship at a solid framerate! God Jul from the Simplygon team!
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Simplygon Studios @simplygon.com · 08/12/2025
Today, we’ll look at how to add additional texture channels to a Simplygon scene. This is useful if your game uses extra material channels beyond what is supported by standard file formats. simplygon.com/posts/1c9203... #gamedev
unoptimized and optimized chair
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Simplygon Studios @simplygon.com · 01/12/2025
Vegetation optimization can be a tricky #gamedev area. Here is how to tackle it in #unity3d with a combination of triangle reduction and billboard clouds. youtu.be/MNR-fmlLYh4
Two trees, one optimized and one not optimized.
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Simplygon Studios @simplygon.com · 26/11/2025
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...
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Simplygon Studios @simplygon.com · 25/11/2025
#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!
Simplygon with yellow robot
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Simplygon Studios @simplygon.com · 24/11/2025
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...
Fence box
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Simplygon Studios @simplygon.com · 17/11/2025
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...
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Simplygon Studios @simplygon.com · 11/11/2025
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...
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Simplygon Studios @simplygon.com · 07/11/2025
We are packing our bags for #migs25. What should we definitely not forget to bring along?
Yellow robot packing duck
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Simplygon Studios @simplygon.com · 06/11/2025
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
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Simplygon Studios @simplygon.com · 30/10/2025
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
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Simplygon Studios @simplygon.com · 27/10/2025
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...
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Simplygon Studios @simplygon.com · 21/10/2025
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
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Simplygon Studios @simplygon.com · 16/10/2025
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
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Simplygon Studios @simplygon.com · 13/10/2025
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...
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Simplygon Studios @simplygon.com · 29/09/2025
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...
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Simplygon Studios @simplygon.com · 22/09/2025
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/...
yellow robot holding tools
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Simplygon Studios @simplygon.com · 18/09/2025
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...
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