Creating a resource-efficient hedge

Hello! I’ve got some light concepts for a 3d-maze-game going, so I decided to prototype a hedge wall that can be tiled up and across. For this I didn’t worry about vertex count or anything, I just wanted to start with something that looks good (I’m not shooting for anywhere near professional):

This mesh has ~300,000 verts without subsurf applied, so nowhere near ideal performance. I wanted to ask the pros out there for any recommendations to recreate this slimmed down with a generally similar appearance. Thoughts?

Alpha map your leaves instead of doing it all with geometry would be the first place I would start.

Of course! XD That’s one of the oldest tricks in the book; I can’t believe I forgot it. Thank you!