Jeremy Ong
Lead engine programmer @ Wildlight Entertainment. Graphics programming and compilers
@maraneshi.bsky.social
Sometimes works on game engines. She/Her. More tired than you could ever imagine. 🏳️⚧️🏳️🌈 @Maraneshi@mastodon.gamedev.place https://x.com/Maraneshi
@joshcaratelli.bsky.social
Engineering Director @ gravitywell.games • Aussie Goofball and indie dev• Prev Call of Duty dev (MW, WZ, WW2 etc) • Writes engines and physics for fun Wishlist my indie Chess roguelike variant please! https://store.steampowered.com/app/3273750/Chessplus/
@stephenfry.bsky.social
Grazer and nibbler at the outer edges of new social media platforms
@icetigris.bsky.social
Lead Rendering Engineer at That's No Moon. Prev: Epic, Unity, Disbelief, PlayStation, Intel. Agender GPU goblin. They/Them
@doppioslash.bsky.social
Principal Graphics Programmer Rendering, PBR, ProcGen (Houdini, Blender), Tools, Optimisation, Photography, UE5, camera lens simulation Rust, C++, C#, Python Author of "Physically Based Shader Development for Unity 2017", Apress
@selfresonating.bsky.social
Bearded Code Monkey. Currently helping make Decima tick at Guerrilla Games. Previously Engine Tech Wizard at Q-Games. My opinions are my own.
@domipheus.bsky.social
Currently: ? Was: FSR 4 Lead at AMD, Codeplay doing GPU drivers, debuggers, compilers for various folks. FPGA/Electronics/DIY hobbyist. Own opinion. https://domipheus.com/
@reedbeta.bsky.social
📍 Seattle. 3D rendering at Adobe; formerly at 343i, Sucker Punch, NVIDIA. Math & coding blog writer, sometime musician, sci-fi & physics nerd, cat dad, coffeeholic.
@jasper-bekkers.bsky.social
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
@datgame.bsky.social
Engine Net/MP code at @MediaMolecule TBA project. prev: Dreams, Intel Net, Avalanche engine, Mad Max, Just Cause 3+4, Rage 2, Contraband, Hunter CoTW, Hiber3d.
@tartanllama.xyz
"building a debugger" book out june 2025 ~ c++ developer advocate at microsoft ~ poet ~ film/noisemaker ~ mask enthusiast ~ they/them
@demofox.bsky.social
Invented spatiotemporal blue noise, created Gigi rapid graphics prototyping & dev platform. https://github.com/electronicarts/gigi 20+ year game dev, and graphics researcher. Currently at EA SEED. Tech blog: https://blog.demofox.org/
@confess.bsky.social
Lead Systems Designer @ at a cool place. Fighting Games, Monster Hunter, Anime. It’s all the best and worst.
@rebeccafernandez.bsky.social
Senior Graphics Programmer at Nixxes Software. Previously TT Games and WeirdBeard Games. Also interested in symphonic metal, hiking, cycling infrastructure, and sustainability. Aussie recently returned from The Netherlands.
@aishization.bsky.social
Graphics programming at Supermassive Games. Previously Unity and Feral Interactive
@cyphersignal.bsky.social
Senior software developer working on your favourite games to make them run faster, look better, and sound greater. You’ll see me when you need me. Also at https://mastodon.gamedev.place/@cyphersignal
@nothings.bsky.social
🏳️🌈 ally, BLM, gamedev (Thief, Promesst), Indie Game Jam cofounder, popularized C header-file-only libs w/stb, @ Epic Games. I do not speak for Epic. he/him Larry, I'm on DuckTales. https://nothings.org
@scatteredray.bsky.social
Graphics Programmer at Telltale Games. Previously Amazon, LucasFilm and FunBits. he/him.
@ocornut.bsky.social
programmer of things and stuff. dear imgui / the dragon’s trap / dreams / tearaway / pixeljunk shooter / soul bubbles / meka Paris, France https://www.miracleworld.net
@randomascii.bsky.social
Retired tech-nerd. Unicyclist, kiteboarder, juggler, hiker, plays tennis and pickleball, advocates for pedestrian/cyclist safety. Windows ETW expert. LGBTQ supporter. Vancouver, BC he/him https://randomascii.wordpress.com/
@visualstudio.com
The most comprehensive IDE for .NET and C++ developers on Windows. Fully packed with a sweet array of tools and features to elevate and enhance every stage of software development. Get started: https://www.visualstudio.com
@jorgen.tjer.no
Programmer (at Spry Fox, a Netflix Game Studio) (he/him) https://github.com/jorgenpt https://mastodon.gamedev.place/@jorgenpt
@selfshadow.com
@bwrensch.bsky.social
I'm a graphics and game engine dev working on the voxel-powered game engine IOLITE. https://iolite-engine.com 🕒 10+ years in games, most recently as a lead/principal rendering engineer 🎮 Atlas Fallen, The Surge 1+2, and Lords of the Fallen ⭐️ He/him
@gwihlidal.bsky.social
Engineering Fellow (Graphics) on Unreal Engine at Epic Games. Former BioWare, Frostbite, and SEED. (he/him)
@rovarma.bsky.social
Building Superluminal (https://www.superluminal.eu / @superluminal.eu), a user-friendly CPU sampling profiler for C/C++, Rust & .NET on Windows & consoles. Ex-Guerrilla Games (H:ZD)
@mjp123.bsky.social
Lead Rendering Programmer at Sony Santa Monica Studio. Formerly Engine Lead at Ready At Dawn Studios. Chief Graphics Meme Officer for the entire internet. https://therealmjp.github.io/
@xkcd.com
@astrokatie.com
Cosmologist, pilot, author, connoisseur of cosmic catastrophes. TEDFellow, CIFAR Azrieli Global Scholar. Domain verified through my personal astrokatie.com website. She/her. Dr. Personal account; not speaking for employer or anyone else.
@bloomberg.com
The first word in business news. Newsletters: http://bloom.bg/newsletters Podcasts: http://bloom.bg/podcasts The Big Take podcast: http://trib.al/jtoXfuT
@data.ft.com
The FT’s team of reporters, statisticians, illustrators, cartographers, designers, and developers work with colleagues across our newsrooms, using graphics and data to find, investigate and explain stories. https://www.ft.com/visual-and-data-journalism