• Games
  • Industry
  • Resources
  • Community
  • Learning
  • Support
  • Pricing
Develop
Unity Engine
Build 2D and 3D games for any platform
Collaboration
Collaborate and iterate quickly with your team
Download Unity
Plans and pricing
Deploy
Multiplatform
Discover 25+ platforms Unity supports
LiveOps
Post-launch insights and live game ops
Grow
User acquisition
Get discovered and acquire mobile users
In-App Purchase
Discover and manage IAP across stores
Monetization
Connect players with the right games
Advertise with Unity
Monetize with Unity
Use cases
Mobile Games
Build & grow mobile hits with Unity
Indie Games
Ship big games with small teams
XR Games
Launch XR games across platforms
Multiplayer Games
Simplify multiplayer game development
Use cases
3D collaboration
Build and review 3D projects in real time
Immersive training
Train in immersive environments
Customer experiences
Create interactive 3D experiences
Industries
Manufacturing
Achieve operational excellence
Retail
Transform in-store experiences into online ones
Automotive
Boost innovation and in-car experiences
See all industries
Technical library
Documentation
Official user manuals and API references
Developer tools
Release versions and issue tracker
Roadmap
Review upcoming features
Glossary
Library of technical terms
Insights
Case studies
Real-world success stories
Best practice guides
Expert tips and tricks
Demos
Demos, samples, and building blocks
All resources
What's new
Blog
Updates, information, and technical tips
News
News, stories, and press center
Community Hub
Discussions
Discuss, problem-solve, and connect
Events
Global and local events
Community stories
Made with Unity
Showcasing Unity creators
Livestreams
Join devs, creators, and insiders
Unity Awards
Celebrating Unity creators worldwide
For every level
Unity Learn
Master Unity skills for free
Professional training
Level up your team with Unity trainers
New to Unity
Getting started
Kickstart your learning
Unity Essential Pathways
New to Unity? Start your journey
How-to Guides
Actionable tips and best practices
Education
For students
Kickstart your career
For educators
Supercharge your teaching
Education Grant License
Bring Unity’s power to your institution
Certifications
Prove your Unity mastery
Support options
Get help
Helping you succeed with Unity
Success plans
Reach your goals faster with expert support
FAQ
Answers to common questions
Contact us
Connect with our team
Download Unity
Get started
Language
  • English
  • Deutsch
  • 日本語
  • Français
  • Português
  • 中文
  • Español
  • Русский
  • 한국어
Social
Currency
Purchase
  • Products
  • Unity Ads
  • Unity Asset Store
  • Resellers
Education
  • Students
  • Educators
  • Institutions
  • Certification
  • Learn
  • Skills Development Program
Download
  • Unity Hub
  • Download Archive
  • Beta Program
Unity Labs
  • Labs
  • Publications
Resources
  • Learn platform
  • Community
  • Documentation
  • Unity QA
  • FAQ
  • Services Status
  • Case Studies
  • Made with Unity
Unity
  • Our Company
  • Newsletter
  • Blog
  • Events
  • Careers
  • Help
  • Press
  • Partners
  • Investors
  • Affiliates
  • Security
  • Social Impact
  • Inclusion & Diversity
  • Contact us
Copyright © 2025 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell or Share My Personal Information

"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.

Article

Yooka-Replaylee: A fresh coat of paint

Phoebe Wiggin
PHOEBE WIGGIN / PLAYTONIC GAMESConcept Artist
Nov 26, 2025|5:30 Min
Key art for Yooka-Replaylee by Playtonic Games | Made with Unity. Stylized render of a green and red chameleon (Yooka) with a purple bat (Laylee) on its head, leaping over a colorful tropical environment. Above them is the title YOOKA-REPLAYLEE rendered in green and purple. An evil bee (Capital B) looks down at them menacingly.

In this guest post, Playtonic concept artist Phoebe Wiggin offers a detailed look at the art and technical process behind Yooka-Replaylee. Using Unity 6, the team focused on evolving the game's visuals while carefully preserving the character and design of the 2017 original.

Yooka-Laylee first launched almost a decade ago, built in Unity 5.4.1 by a small team of former Rare developers as an homage to classic 3D platformers like Banjo-Kazooie. Now, over eight years later, Playtonic have returned with Yooka-Replaylee, a retelling of the dynamic duo’s daring adventure.

Unlike a typical remaster, Replaylee involved rebuilding much of the game from the ground up in a far more modern engine. Moving the project into Unity 6 (6.0.46 to be specific) meant revisiting every shader (the original release relied heavily on Shader Forge, which is no longer supported). Our artists rebuilt them using Amplify and Unity’s Shader Graph, supported by a custom tool created in-house to remap legacy Shader Forge parameters to their new equivalents. This preserved as much of the original material setup as possible and saved a huge amount of development time.

Texturing also stepped up a level, with the team leaning far more on Adobe Substance 3D Painter and Substance Designer than they were able to during the 2017 release. Working as a larger team with updated tools, Yooka-Replaylee has been given a fresh coat of paint for both returning players and newcomers alike.

This content is hosted by a third party provider that does not allow video views without acceptance of Targeting Cookies. Please set your cookie preferences for Targeting Cookies to yes if you wish to view videos from these providers.

3D art and lighting improvements

Yooka-Laylee's rendering received a complete overhaul. We ported from the Built-in Render Pipeline to the Universal Render Pipeline (URP) as it gave us much more power to add some of the new graphical effects we incorporated, such as our drop shadow system, interactive fog, snow and water, volumetric effects, and grass. It also allowed us to take advantage of Visual Effect Graph, all coming together to make Yooka-Replaylee feel more alive and dynamic.

In-game screenshot from Yooka-Replaylee by Playtonic Games | Made with Unity.
Yooka-Replaylee | Playtonic Games

We used lightmaps, and a mixture of baked and real-time lighting as it offered a good mix of performance and fidelity. This enabled us to achieve realistic specular highlights on materials from the real-time lighting, and moving shadows on animated objects and materials like moving platforms and trees.

In-game screenshot from Yooka-Replaylee by Playtonic Games | Made with Unity.
Yooka-Replaylee | Playtonic Games

Talking to technical artist Harry Bentley about the improvement in shaders and performance, he stated that, “For me at least, the grass was probably the biggest technical project – we started off using RenderMeshInstancedIndirect, and went through a lot of iterations working on improving performance, then eventually ended up using the BatchRenderGroup API, which is what we're currently using, and uses the Unity Jobs system.

We break up the areas of the level that use grass into a grid, then subdivide it until we have small squares that we use for culling – only rendering the grid cells that are in the camera frustum. We also cull based on distance from the camera, and the shader also fades out the material to the same distance so you don't see any harsh pop-in.”

In-game screenshot from Yooka-Replaylee by Playtonic Games | Made with Unity.
Side-by-side comparison of Yooka-Laylee (2017) and Yooka-Replaylee (2025) | Playtonic Games

Props and easter eggs

Q.U.I.D.S – Yooka-Replaylee’s in-game currency – were originally designed as silver coins. Back then, the classic Quill collectables were always gold, so the Q.U.I.D.S needed a contrasting colour to make them feel like their own thing. As development went on, Quills were updated to use unique colours per level, which freed us up to make the Q.U.I.D.S a bold gold instead. The switch massively improved how readable they were in gameplay. This prop is a little nod to that early silver design.

In-game screenshot from Yooka-Replaylee by Playtonic Games | Made with Unity.
Yooka-Replaylee | Playtonic Games

New areas

We created a whole new introduction for Yooka-Replaylee. This allowed us to take advantage of an opportunity to add narrative elements to both the environment and cutscenes using Unity’s Timeline tools. Being able to mix 2D assets with 3D animation and camera effects really pushed the quality of our introductory cutscene.

In-game screenshot from Yooka-Replaylee by Playtonic Games | Made with Unity.
Yooka-Replaylee | Playtonic Games

Cave scenes call for a bunch of atmospheric lighting and fog, setting the scene for a fun adventure. 3D artists worked with game designers to create a mystical-feeling tutorial cave, bringing this environment to life by injecting some narrative- and gameplay-friendly props. Working in a modular fashion with kits of custom rocks, foliage, fencing and décor, a whole new area was created.

In-game screenshot from Yooka-Replaylee by Playtonic Games | Made with Unity.
Yooka-Replaylee | Playtonic Games

Concept art and new enemies

With new enemies replacing the old Corplet Drones and updated visuals for Bizzy Bees, Yooka-Replaylee brings the enemy variety forward to a more modern audience with cleaner silhouettes enhancing the gameplay experience. Taking inspiration from other popular platforming titles, we focused on expanding the world of Quack’s Q Corp inventions and the Capitalist Bee theme. It was essential to make new enemies feel like they simply belonged in this universe and added an element of fun.

Concept art from Yooka-Replaylee by Playtonic Games | Made with Unity.
Concept art from Yooka-Replaylee by Playtonic Games
Concept art from Yooka-Replaylee by Playtonic Games | Made with Unity.
Concept art from Yooka-Replaylee by Playtonic Games

Character art

One of the most significant upgrades players will notice in this remake is the visual improvements we’ve made to the characters throughout the game (Laylee has fur now?!) Improved textures and rigging also help our characters feel more vibrant, but making this all happen was no easy task!

To shed some light the thought process behind some of these changes, I spoke to character artist and Rare alumnus Steve Mayles about his work in Yooka-Replaylee.

“What was the biggest change in terms of character art?”

The addition of fur is probably the most noticeable change (although it is only on four characters, it’s front-and-center on Laylee). This adds some extra surface variety and really lifts the perception of quality. I admit to groaning inwardly when a furry bat was requested, as I knew it would be a bit of a pain, but it’s been more than worth it!

Character art from Yooka-Laylee (2017)
Original character design for Yooka-Laylee by Playtonic Games
Character art from Yooka-Replaylee (2025)
Updated character design for Yooka-Replaylee by Playtonic Games

General changes across all characters include a higher polygon count and brand-new, higher resolution textures. I didn’t take a ‘one size fits all’ approach; some characters needed more work than others. Character A might only need some extra edge loops adding if the existing topology was sound, while Character B might need whole sections rebuilding. I treated each character individually. In general, Yooka-Replaylee’s characters have three times the number of polygons than in the original game – our new hi-res textures deserve the extra geometry! UV’s were completely redone, and nothing was used from the old textures, with everything created from scratch in Substance Painter.

Add to this a more robust shader with a variety of new settings to tweak to add extra vibrancy and our cast of characters is looking better than ever!

In-game screenshot from Yooka-Replaylee by Playtonic Games | Made with Unity.
Yooka-Replaylee | Playtonic Games

“What was the most challenging part of updating pre-existing characters?”

There are quite a lot of characters for one person to remaster, so it was important to keep an eye on how long each one would take. This was actually the first time I’ve worked on characters I didn’t create myself, so it was an interesting process – I wasn’t sure how each model would look until I loaded them up in Maya. Fortunately, the original characters were already great designs, so there was no need to move them too far away from their original incarnations – just a tweak here and there in the proportions and design as I saw fit.

Where I could, I tried to keep proportions the same so if animations needed to be reused, we’d have that option. You’ll see from playing the game most characters got lovely new animations, but at one point that wasn’t a given.

Whereas the original models followed the usual hi-res to low-res baking process, I didn’t have time (or the desire!) to create hi-res models for each remastered character and found I didn’t need to. Some pieces of geometry had a hi-res bake, but most didn’t – I found with the extra polygons and texturing flexibility of Substance Painter I could re-use the low-res to bake maps and apply details with great results.

Character art from Yooka-Laylee (2017)
Original character design for Yooka-Laylee's friendly vendor, Vendi
Character art from Yooka-Laylee (2025)
Updated character design for Yooka-Replaylee's friendly vendor, Vendi

”Who was your favourite character to remake and why?”

Any character where I could make a difference that players would appreciate! While adding fur isn’t a favorite activity of mine, it really transformed the look of the Yeti minion, and that was really satisfying to see the end result of.

I enjoyed working on Schell as she is the only real human character, so something a bit different, but I wouldn’t want to work on human characters all the time (it would get dull very quickly). I’m lucky to get to work on such a wide variety of wacky characters, where each character is an exciting new challenge. 

It's hard to choose a favorite, but I’ll go with the Alien Minion. He’s such a simple, fun design! The original was constrained by having to share a skeleton and animations with the other minions, but the remastered version benefits from a unique skeleton and animations to give him his own personality. Plus, he’s got a big exposed squishy brain… I’d like to see more exposed brains in character design, please!

Character art from Yooka-Laylee (L) upgraded for Yooka–Replaylee (R)
Alien Minion from 2017's Yooka-Laylee (left) and 2025's Yooka-Replaylee (right) | Playtonic Games

Final thoughts

With the recent release of Yooka-Replaylee, we are delighted to see fans of the lizard/bat duo exploring the world and noticing all the changes we made to improve the player experience. Yooka-Replaylee is out now on PC and the latest generation of consoles.

Read more stories from the community on the Unity Blog, and explore additional content on the Resource Hub. Follow our official Steam Curator page for updates on the latest games made with Unity.