Tako Studio

486 posts

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Tako Studio

Tako Studio

@StudioTako

Game and real-time interactive experiences Unreal Engine • Mobile • VR • PC • console Creators of Nihon Legacy and Minimal Move • Tokyo 🇯🇵

Tokyo, Japan Joined Haziran 2017
238 Following343 Followers
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Tako Studio
Tako Studio@StudioTako·
I’m happy to finally share a project I’ve been working on over the past few months. Nihon Legacy is a real-time 3D cultural heritage experience exploring iconic Japanese sites, built for mobile and VR. Trailer ↓ #UnrealEngine #IndieDev #Japan
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Jonathan Duval
Jonathan Duval@JonathanDuvalTS·
One tree might be fine on mobile… But a forest? Foliage can quickly become expensive. The fix: • Fewer, larger leaves • Leaf clusters instead of single leaves • Simpler branches Same look. Much lighter. #UnrealEngine #UE5 #GameDev #MobileOptimization #SpeedTree
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Jonathan Duval
Jonathan Duval@JonathanDuvalTS·
Unreal Engine 30-Second Tip 02 Baked lighting makes foliage shadows static. The fix: • Cast Dynamic Shadow on foliage • Use a Stationary light • Adjust shadow distance A good balance between performance and visual quality. #UnrealEngine #UE5 #gamedev
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Tako Studio
Tako Studio@StudioTako·
@EyeOfScar Totally agree. Trim sheets, tiling textures and decals are great ways to keep environment texture budgets under control.
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Peter Brand
Peter Brand@EyeOfScar·
@StudioTako Also as art pipeline goes, I would recommend env artists to get away with few tiling and trimsheet textures and using cheap decals for details to keep env budget as low as possible so the unique textures can be used for characters, weapons, hero objects, etc.
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Tako Studio
Tako Studio@StudioTako·
Unreal Engine tip Getting “Video Memory Has Been Exhausted”? The culprit might be your textures. Quick fix: • Pack channels (RMA) • Reduce to 512px Result: 94 MB → 710 KB (~99% VRAM saved) #UnrealEngine #UE5 #GameDev #MobileOptimization
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Tako Studio
Tako Studio@StudioTako·
@EyeOfScar Good point! Limiting the max texture resolution is another great way to reduce memory usage in-game. In this case I reduced the textures directly to keep the project size smaller.
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Peter Brand
Peter Brand@EyeOfScar·
@StudioTako Even if you have packed textures and have a lot of it, and want to save up memory, you can set textures to a texture resolution limit. A 4k texture can be compressed to use max 2048 res or 1024 res in game, which saves a lot of memory. You can do this in the texture properties.
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Tako Studio
Tako Studio@StudioTako·
5/ Same environment. Two different technical pipelines. Working within mobile constraints while keeping a believable look is what makes the process interesting. Unreal Engine · Mobile · Real-time 3D · Nihon Legacy #UnrealEngine #gamedev #realtime3d
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Tako Studio
Tako Studio@StudioTako·
4/ Vegetation Foliage is expensive on mobile. Reducing overdraw, draw calls and triangle count was essential to keep performance stable.
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Tako Studio
Tako Studio@StudioTako·
Cinematic UE5 environment → mobile. Porting a scene built for high-end rendering to mobile required optimizing several parts of the pipeline. Here’s a quick breakdown of some of the main optimizations I implemented for Nihon Legacy
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Tako Studio
Tako Studio@StudioTako·
Cinematic UE5 scene → mobile. No Nanite. No Lumen. Baked lighting, optimised assets. Challenging. Still worth carrying your work in your pocket. #UnrealEngine #mobiledev
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Tako Studio
Tako Studio@StudioTako·
Recreating a real Japanese heritage place in Unreal Engine 5. Real-time 3D, optimized for mobile. More soon. #UnrealEngine #gamedev #UE5
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Tako Studio
Tako Studio@StudioTako·
Nihon Legacy – 公式トレーラー公開 日本の文化遺産をテーマにした モバイル / VR 向けリアルタイム3D体験。 ↓トレーラーはこちら #NihonLegacy #UnrealEngine #インディーゲーム #文化遺産
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Tako Studio
Tako Studio@StudioTako·
I’m happy to finally share a project I’ve been working on over the past few months. Nihon Legacy is a real-time 3D cultural heritage experience exploring iconic Japanese sites, built for mobile and VR. Trailer ↓ #UnrealEngine #IndieDev #Japan
English
1
1
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327