Lego Horizon Adventures: Procedural Optimization | Simon Verstraete - Studio Gobo | EPC 2025 HIVE
Optimizing a game for multi-platform comes with various challenges. In this talk we will cover how procedural pipelines where build for LEGO Horizon Adventures.
Simon Verstraete is a tech Artist that loves building procedural tools and assets. By adding more and more procedural approaches to his workflow, he is able to build 3D models with speed and flexibility. Previously worked at Exiin and with SideFX, and now at Studio Gobo as senior tech artist.
00:00:07 Introduction to EPC and procedural workflows
00:05:26 Refining pipeline for Lego-like environments
00:10:16 Adding and managing extra geometry
00:14:58 Geometry regeneration and UV accuracy
00:19:38 Artist-level polycount optimization
00:24:27 Experimenting with Lego font as geometry
00:29:22 Nanite compatibility with solid meshes
00:34:25 Handling animations and skeletal meshes
00:39:56 Accepting unexpected results in workflow
00:45:04 Manual support for thousands of unique bricks
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• EPC 2025 HIVE