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Goat Simulator 3 Mobile

As soon as I joined Piktiv, I was put to work on the mobile version of Goat Simulator 3. My main task for most of my time on the project was to take assets from the PC version and crunch them down in various ways to reduce their memory footprint for the mobile version while keeping their visual quality as intact as possible. While most assets in the game had little room for improvement beyond reducing texture resolutions, reducing the polycount and using more lightweight shaders, many were more complex and required more involved manual work from me. For example, many meshes used multiple materials, so I would have to combine all the textures used by the relevant materials into atlases and adjust the UV map to fit these new combined textures. Every asset was different and required a different solution to maintain the visual quality while reducing the amount of drawcalls.

After every asset in the world had been crunched, I spent most of my time investigating any art related bugs that came up, taking another look at our crunched assets and seeing if there was more we could do with any of them, as well as assisting the art team with the tedious, time-consuming task of going through and manually adjusting the LOD settings of almost every asset in the game in a successful attempt to further improve the game's performance.

Thanks to all the team members at Piktiv, our co-developers at Coffee Stain Malmö, the original developers at Coffee Stain North and all the external contractors that helped make the mobile version happen.