Joined June 2017
95 Photos and videos
Pinned Tweet
Months of work. One shrine. Now on your phone. Nihon Legacy open beta is now live. Explore Meiji Jingu in a real-time 3D experience built with Unreal Engine 5 for mobile. Try it here 👇 play.google.com/apps/testing… #UnrealEngine #UE5 #MobileDev #GameDev #RealTime3D
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Tako Studio retweeted
What is frustum culling? Objects outside the camera view are not rendered. Simple, automatic, and great for performance. But in large scenes, that may not be enough. That's why we also use distance culling. Full tutorial on YouTube. youtu.be/KTqQIrQcmkk #UnrealEngine
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Tako Studio retweeted
Your UE5 scene is probably rendering objects you can't even see. In this tutorial, I cover: • Frustum Culling • Cull Distance • Cull Distance Volume • Foliage Culling Full video on Youtube↓ youtu.be/KTqQIrQcmkk
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Tako Studio retweeted
New UE5 mobile lighting tutorial is now live. Covering: • Deferred and Forward Rendering • Light Mobility • Lightmaps and Baking • Mobile Preview Full tutorial ↓ youtu.be/w_2hrUFiHsg #UnrealEngine #UE5 #GameDev #MobileDevelopment #RealTime3D
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Tako Studio retweeted
Want large scenes to run on mobile? Use a Cull Distance Volume. • Cover your entire scene • Set distances based on object size Less objects rendered. Better performance. #UnrealEngine #UE5 #GameDev #RealTime3D #Mobile
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Months of work. One shrine. Now on your phone. Nihon Legacy open beta is now live. Explore Meiji Jingu in a real-time 3D experience built with Unreal Engine 5 for mobile. Try it here 👇 play.google.com/apps/testing… #UnrealEngine #UE5 #MobileDev #GameDev #RealTime3D
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I’d really appreciate your feedback, especially on performance across devices🙏 forms.gle/KBXmF5NSQ2yso9ky6 The beta is currently limited to selected countries on Google Play, and the page is still rolling out. Expanding soon.
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Tako Studio retweeted
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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Tako Studio retweeted
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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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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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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4/ Vegetation Foliage is expensive on mobile. Reducing overdraw, draw calls and triangle count was essential to keep performance stable.
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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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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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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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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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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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