James Answer
Technical Art Director @ Spliced Inc.
Ex. PlayStation London Studio
https://answer.cc
@agilepredict.bsky.social
Not affiliated with Octopus Energy Account run by a human 100% accuracy predicting very low and negative rates over 6 hours before published by Octopus. Buy me a coffee! —> ko-fi.com/agilepredict
@iquilezles.bsky.social
Math & Art Videos. * https://youtube.com/Inigo_Quilez * https://iquilezles.org Created Shadertoy, Pixar's Wondermoss, Quill, and more.
@momentsingraphics.bsky.social
Graphics researcher at TU Delft. Formerly Intel, KIT, NVIDIA, Uni Bonn. Known for moment shadow maps, MBOIT, blue noise, spectra, light sampling. Opinions are my own. https://MomentsInGraphics.de
@sebaaltonen.bsky.social
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
@broepstorff.bsky.social
Graphics coding @ Unity. Prev Amazon, Avalanche NYC, 38 Studios, Square Enix, Pandemic Studios. Opinions are not my employer's.
@tomforsyth.bsky.social
Gfx coder and chip designer. He/him/3Dlabs/Muckyfoot/RAD/Valve/Oculus/Intel/Rec Room. mastodon.gamedev.place/web/@TomF (twitter.com/tom_forsyth if you're nasty)
@selfshadow.com
@warheart.bsky.social
Principal Graphics Programmer at Creative Assembly. Alien: Isolation Sequel. Prev. Hyenas, Halo Wars 2. Views are my own.
@janbart.bsky.social
Studio Director & Art Director at Guerrilla Games. Original concept creator of Horizon Zero Dawn. BAFTA & Golden Calf winner. Poweruser of the word Basically.
@jasperbekkers.bsky.social
@andrewwillmott.bsky.social
Kiwi in the UK by way of the US Graphics / VFX / Sims / SimCity / Spore / Football Manager / Wayve / Odyssey https://github.com/andrewwillmott https://www.andrewwillmott.com https://soundcloud.com/radiator-8/albums
@icastano.bsky.social
Master swimmer, mountain climber, and stand up coder. I work on texture processing tools at Ludicon. Formerly at Roblox, Thekla (The Witness), NVIDIA, OddWorld, Relic, Crytek.
@wolfgangfengel.bsky.social
Graphics Programmer, CEO at The Forge Interactive https://theforge.dev/ https://github.com/ConfettiFX/The-Forge
@rms80.bsky.social
It’s Ryan from Twitter! Former Epic Games Engineering Fellow, now an intern at Gradientspace Corp (gradientspace.com). Invented Modeling Mode, Geometry Script, Autodesk Meshmixer, some other stuff. PhD in Computer Shapes. Also mastodon.gamedev.place/@rms80
@domlaz.bsky.social
Senior Graphics Programmer at id Software. Previously: 'Avatar: Frontiers of Pandora' at Ubisoft. Proud father of two. Anime and Metal head
@caffeineviking.net
Senior Graphics Programmer at Remedy Entertainment's Northlight rendering team. I post about real-time computer graphics, GPUs and code optimization. Fantasy and sci-fi book aficionado and anime/manga connoisseur. 日本語OK!
@jendrikillner.bsky.social
Senior Rendering Programmer at Sony Santa Monica Studio 📷 http://instagram.com/jendrikillner/ 📑 https://www.jendrikillner.com
@jimjagger.bsky.social
VP of Animation at Rockstar Games Previously: Sony, Ubisoft, BioWare, Neversoft, Infogrames/Ocean Views are my own
@mikefitz.me
Head of Technology at Insomniac Games, a PlayStation studio, developers of Ratchet & Clank and the Marvel's Spider-Man series. Formerly at Harmonix. http://mikefitz.me
@readonlymemory.bsky.social
Publisher of beautiful books on videogames and worldbuilding. Posts by founder Darren Wall. https://linktr.ee/readonlymemory
@entagma.bsky.social
Advanced CG Resources https://entagma.com Also on: Instagram: @therealEntagma X: @entagma Tiktok: @entagma7
@glassner.com
I write, draw, and make music. Also computer and math stuff. Seeker of wisdom, creativity, kindness, and roasted garlic 🏳️🌈 🇨🇦
@romainguy.dev
Photography (https://curious-creature.com), Blog (https://romainguy.dev). In the past: Engineering Director, Android Toolkit team at Google.
@marcosalvi.bsky.social
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
@kostasanagnostou.bsky.social
Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/
@jonnyblahblah.bsky.social
lead engine programmer at Insomniac Games, focusing on animation tech - my team develops the animation, cinematics, physics and destruction systems that underpin all our games
@bartwr.bsky.social
Engineering, Computer Graphics, Art, DSP, ML Culture, Techno, Industrial, and Electronic Music. Research Scientist at NVIDIA. Ex Google Research, Ex games (Sony, Ubisoft, CD Projekt). Politically leftist. He/they. https://linktr.ee/bartwronsk
@phammer.bsky.social
principal engine programmer @ id software | graphics & engine code for idTech | DOOM: The Dark Ages | opinions are my own
@knarkowicz.bsky.social
Technical Director - Graphics at Epic Games. I love games, graphics, lighting and low level stuff. https://knarkowicz.wordpress.com
@freya.bsky.social
🎮 indie tech artist 🏗️ I made Shader Forge & Shapes 🌐 working on https://half-edge.xyz 🔥 shader sorceress 📏 math dork 🎥 rare YouTuber/streamer 📡 ex-founder of @NeatCorp my kids: 🥪 @toast.acegikmo.com 🥗 @salad.acegikmo.com 🐈⬛ @thor.acegikmo.com
@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/
@shawnwhite.bsky.social
Tech Director Decima Tools @Guerrilla | Ex-Unity Technologies | Ex-Flashbang Studios | he/him | Opinions are my own | @CapnRat@mastodon.gamedev.place
@andrewschneider.bsky.social
Atmospherics Lead at Guerrilla. Developing the real-time voxel-based cloud system for the Decima Engine and the Horizon franchise games. Formerly Senior FX TD at Blue Sky (not this one) Animation Studios.
@mmalex.bsky.social
synth tinkerer (plinky); midjourney; NVResearch (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
@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.
@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
@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/
@gwihlidal.bsky.social
Engineering Fellow (Graphics) on Unreal Engine at Epic Games. Former BioWare, Frostbite, and SEED. (he/him)
@h3r2tic.bsky.social
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
@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.