This runs on a phone.
UE5 environment optimized for mobile:
baked lighting, culling, optimized foliage.
Want to bring your project to mobile?
Let’s talk.
#UnrealEngine#UE5#MobileDev
Want dynamic shadows in a baked environment?
Keep baked lighting in the distance.
Enable dynamic shadows only near the camera.
A good balance between performance and visual quality.
Full tutorial on my YouTube.
Link in the first comment ↓
#UnrealEngine#UE5#MobileDev
Happy to officially rejoin the Unreal Authorized Instructor program for 2026!
A few years ago I was teaching Unreal Engine in classrooms across Paris.
Today I’m sharing real production workflows online from Tokyo.
The place changed, but my passion for teaching didn’t.
#UE5
New UE5 mobile lighting tutorial is now live.
Covering:
• Deferred and Forward Rendering
• Light Mobility
• Lightmaps and Baking
• Mobile Preview
Full tutorial ↓
https://t.co/ngxL78ckGl
#UnrealEngine#UE5#GameDev#MobileDevelopment#RealTime3D
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
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 👇
https://t.co/qWncQ2xWRc
#UnrealEngine#UE5#MobileDev#GameDev#RealTime3D
Unreal Engine Tip #05
Your mobile build is too big?
Fix it:
• Max Texture Size
• Only needed maps
• Lightmap resolution
Smaller build. Better performance.
#UnrealEngine#UE5#GameDev#MobileDev
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
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
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
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
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
My new project ! I recreated the Meiji-jingu shrine from Tokyo in Unreal Engine 5.4.
The modeling was made from scratch using reference pictures that I took at the Meiji-jingu shrine.
My Artstation : https://t.co/eb4HgjltE8
#3DCG#tokyo#meijijingu#digitalart#UE5
La 19e édition d'#Animasia c'était top! Un grand merci à la team @animasia et à @Indie_Beard_Com de m'avoir invité à participer à ce chouette événement. Je suis content d'avoir pu partager ma connaissance de l'Unreal Engine avec les visiteurs. À refaire !
#indiedev#UE5