Content optimisations in BlastPoints


BlastPoints was a game that Pub Games released on iOS and Android back in 2013.

Check out the following video (Blastpoints Trailer) , for some insight into what BlastPoints was all about.

One of the challenges we faced during development, was delivering a quality experience across a large number of devices with varying hardware specifications. At the time, high quality 3D mobile games were arguably still in the early years, with many of them being developed by larger companies using proprietary engine technology. Not only that, but there were several different mobile chipsets each requiring a different texture format and each, having their own associated challenges.

We wanted BlastPoints to reach as many of these devices as possible, so we had to come up with a few clever ways to keep our package size and draw calls to a minimum.

Our biggest overhead was sure to be content, with planned content for future updates set to be a regular thing. Textures and skeletal meshes were two of the more significant performance bottlenecks and we needed a system or feature that would allow us to optimise our use of both.

Unreal engine 3 had such a feature, but the trick came in figuring out how to use it and then designing a system that would work easily for content creators moving forward.

A few of us devised a solution and I designed a rig to allow us a high level of flexibility for our content design. The following is an internal guide produced to help streamline the development process for the members of our art team.

Although UE3 has since been superseded by UE4, several of the concepts still have value and you may find it an interesting read.


Mesh Compositing in Unreal Engine 3