
Hey! I’ve just posted a blog entry on itch.io about how I approach low poly so it doesn’t stop at 5-minute placeholders, but ends up as assets that can live comfortably inside bigger indie projects. Using my cemetery project Necropoly as an example, I talk about:
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a 4-stage pipeline: from simple shapes, through an “optimal model”, shape stylization, up to surface details,
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the difference between “Tiny” low poly for mobile and more complex models for PC/console – and when it makes sense to stop earlier,
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how to pack a scene densely (atlas, simple materials, LOD) without murdering performance,
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why a stylized low poly look can age better than realism chasing “3D photography”.
If you’re playing with low poly or planning to, feel free to check it out:
👉 https://itch.io/blog/1127405/blog-implementing-low-poly-style-in-game-dev
I’d love to hear your own tricks for shape language, scene density and optimization in the comments – there’s always room to bend this style a bit more towards your own game.