Independent game studio based in Tokyo 🇯🇵 🎮 Minimal Move 2 — Coming soon to iOS & Android Creators of Minimal Move & Nihon Legacy

Tokyo, Japan
Joined June 2017
Minimal Move is back! Minimal Move 2 brings new worlds, new mechanics and a completely redesigned progression. Explore the game your way and choose which worlds to unlock. Coming soon to iOS & Android. #MinimalMove2 #IndieGame #PuzzleGame #UnrealEngine
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Unreal Engine 30-Second Tip #07 Want multiple skins for your character? Use the same rig and bone hierarchy, then import your new skin using the original Skeleton. Same character, same animations, different skins! #UnrealEngine #GameDev #IndieGame
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Jungle skin is done! Part explorer, part PAW Patrol villain. Each biome in Minimal Move 2 gets its own character skin, matching the mood of the world. Simple shapes, simple colors, and still readable on a small phone screen. #MinimalMove2 #GameDev #UnrealEngine
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Nobody said solving puzzles was safe. 💀 #MinimalMove2 #GameDev #UnrealEngine #MobileGames
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Minimal Move 2 has been in my pocket for a while. Soon, it can be in yours. Pre-registration is now open! play.google.com/store/apps/d… #MinimalMove2 #GameDev #UnrealEngine #MobileGames
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Adapting Minimal Move's controls from PC to mobile wasn't that easy! I tested dynamic vs. fixed joysticks, dead zones, contextual buttons, camera controls and more. After many iterations, it's finally starting to feel right!
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Same move, different worlds. Where would you go first? #MinimalMove2 #IndieGame #PuzzleGame #UnrealEngine
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Optimizing foliage can significantly improve your mobile game's performance. In this tutorial, I cover: • SpeedTree • Foliage tool • LODs • Materials Optimisation Full video on YouTube ↓ youtu.be/1PU1Nfk1WoU
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Ship your Unreal Engine project to mobile. My new personalized 1-on-1 workshop is now available. Details and booking tako-studio.com/workshop
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This file might be making your build much bigger. Unreal generates a BuildData file when you build your lighting. Keep your Lightmap Density in the blue or green range to reduce your build size. Full video on YouTube ↓ youtu.be/Qwz4_Trm72Y
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Unreal may package maps you don't even use. By default, Unreal can include maps that aren't needed in your final build. By specifying which maps to include, you can avoid packaging unused levels and reduce your build size. Full video on YouTube ↓ youtu.be/Qwz4_Trm72Y
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Large builds increase download times, take up more storage, and can reduce your install conversion rate. In this tutorial, I cover: • Texture Optimization • Maps to Include • Lightmap Resolution Full tutorial on YouTube. youtu.be/Qwz4_Trm72Y
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Nihon Legacy just went live on Google Play! First stop: Meiji Jingu. Learn its history and collect stamps as you explore. Download now on Google Play. 🇯🇵 🇫🇷 🇩🇪 🇬🇧 🇺🇸 play.google.com/store/apps/d…
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What is Foliage Distance Culling? Set a maximum rendering distance for trees and plants. Less foliage rendered = better performance, especially on mobile. Full tutorial on YouTube youtu.be/KTqQIrQcmkk
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What is a Cull Distance Volume? It lets you define different culling distances based on object size. Smaller objects can disappear sooner, while larger objects stay visible longer. Fewer actors rendered = better performance. Full tutorial on YouTube youtu.be/KTqQIrQcmkk
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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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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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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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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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