Jonathan Garrett
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
@tartanllama.xyz
"building a debugger" book out june 2025 ~ c++ developer advocate at microsoft ~ poet ~ film/noisemaker ~ mask enthusiast ~ they/them
@mikkomononen.bsky.social
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene. https://github.com/memononen
@mrdoob.com
Award losing non creative junior developer. May or may not have something to do with @threejs.org.
@gboisse.bsky.social
Lead graphics programmer @AMD, previously SIE R&D (PlayStation). Opinions are my own. He/they. 🔗 gboisse.github.io
@pagghiu.bsky.social
Principal Research Scientist@NVIDIA (Omniverse Physics) Author of "Sane C++ Libraries" https://github.com/Pagghiu/SaneCppLibraries Videos: https://youtube.com/@Pagghiu Site: https://pagghiu.github.io Opinions are my own.
@mdf200.bsky.social
Game programmer, creator of Lemmings and Grand Theft Auto. Comments are my own and those of the voices in my head. Support my work: http://www.patreon.com/mikedailly http://www.lemmings.info http://www.youtube.com/mikedailly http://ko-fi.com/mdf200
@acmarrs.bsky.social
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
@sheriffstone.bsky.social
Lead Rendering Engineer, Materials and Shading at the Lucasfilm Advanced Development Group. Former graphics lead at Double Fine Productions. Music nerd.
@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.
@flohofwoe.bsky.social
Sokol, Chips, Oryol, Nebula Device, Drakensang (1+2+Online), Project Nomads, Urban Assault, and more (https://www.mobygames.com/person/117426/andre-wei%C3%9Fflog/credits/) https://github.com/floooh/ @floooh@mastodon.gamedev.place
@vurtun.bsky.social
Engine/Lead Tools Programmer at Keen Games. Interested in Engine/Game/Tool/System programming and API design.
@mvandepanne.bsky.social
UBC Computer Science; physics-based models of human movement; deep reinforcement learning; animation; robotics
@nicolas-lopez.bsky.social
Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
@andypnicholas.bsky.social
Principal Houdini Pipeline Developer for Framestore commercials/tv/rides team. Previously at: The Mill, Analog, Glassworks, Rushes, Lionhead (Fable 2)
@sschoener.bsky.social
Programming! - previously at Epic Games, Unity Technologies, Paradox Dev Studios https://blog.s-schoener.com
@createthematrix.bsky.social
Associate Principal Graphics Programmer @ Rockstar Games. ex Dreamworks. Max Payne 3, GTA 5, RDR 2, The Bad Guys, GTA 6. All tweets are personal opinions.
@mikael.hermansson.io
🇸🇪 Developer at W4 Games, working on #GodotEngine. Previously at Frostbite, Avalanche and others. Creator of the Godot Jolt extension.
@jrouwe.bsky.social
Lead Game Tech Programmer at Guerrilla Games, creator of the Jolt Physics library.
@simoncoenen.bsky.social
Senior Graphics Programmer @Guerrilla https://simoncoenen.com/blog
@acourreges.bsky.social
Building and breaking software. Shiny pixels @ NVIDIA. http://adriancourreges.com
@gaxil.bsky.social
Senior R&D engineer at JangaFX, Techart lecturer at HEAJ-Belgium and eurorack enthusiast
@benh57.bsky.social
Staff DevOps / Infrastructure Engineer at Santa Monica Studio. Formerly EA, Zynga, Disney, Activision - UCSanDiego alum
@geoffharrower.bsky.social
Principal Gameplay Programmer @SonySantaMonica - former GameplayDevUFC and a past life building sports games for EA.
@iridiumgamedev.bsky.social
Director of Technology @SantaMonicaStudio. Wearer of many hats, both figuratively and literally. SMS.playstation.com https://www.mobygames.com/person/428372/jonathan-burke/ https://twitter.com/IridiumGameDev
@clongmire42.bsky.social
|| ✝️ || Sr. Technical Designer in Animation @EpicGames on #UE5 & Game Animation Sample || Big fan of clouds || "There's gotta be a better way"
@jimjagger.bsky.social
VP of Animation at Rockstar Games Previously: Sony, Ubisoft, BioWare, Neversoft, Infogrames/Ocean Views are my own
@anim8d.bsky.social
I'm that guy. From the thing. Animation Director, Co-founder @animdiversityfund, Indie Game Dev making @bestgooddog, other stuff, sometimes I lift things, sometimes I smoke meats. Hi. Also Sammie the Velociraptor lives here.
@theorangeduck.bsky.social
Animation & Machine Learning at Epic Games. Ex Ubisoft La Forge. Programmer & Occasional Writer. https://theorangeduck.com/
@yiningkarlli.bsky.social
Rendering Engineer at Disney Animation working on Disney's Hyperion Renderer. Previously at Pixar, Dreamworks, Cornell, Penn. Views here are my own. https://www.yiningkarlli.com https://mastodon.gamedev.place/@yiningkarlli
@danielquach.bsky.social
Senior Graphics Programmer on Subnautica 2 @ unknownworlds.bsky.social - Previously Suicide Squad: Kill The Justice League, Just Cause 4, Ghost Recon: Wildlands, Pix the Cat 🇬🇧/🇫🇷
@pixeljetstream.bsky.social
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
@alainxyz.bsky.social
🌞 Driver Engineer @AMD. Writes about computer graphics, art, music composition, cameras, coffee, and much more. Probably ✍️ writing notes right now. 👋 My views only. http://alain.xyz/about
@lisyarus.bsky.social
He/him I teach computer graphics and make games Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1 Check out my cozy road building traffic sim: https://t.ly/FfOwR
@siggigg.bsky.social
Lead AI Programmer, Unreal Engine at Epic Games Unreal Engine Game Developer - Gameplay, AI, VR. Past: Hyperion Realms, Wargaming, Klang Games, CCP Games.
@bburbank.bsky.social
video game programmer at valve; ex-campo santo, double fine, ea. I believe in you, so go for it. エンディングまで泣くんじゃない。 avatar by @michaelfirman.bsky.social
@edumarting.bsky.social
8-bit era son. 64-bit era father & husband. Ex-Associate Software Engineer at Striking Distance Studios. Ex-Technical Manager for Real-Time Embedded Systems. Retrogamming. Computer Graphics. Embedded Systems. Real Time. Low-level Optimization.
@jendrikillner.bsky.social
Senior Rendering Programmer at Sony Santa Monica Studio 📷 http://instagram.com/jendrikillner/ 📑 https://www.jendrikillner.com
@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!
@domlaz.bsky.social
Senior Graphics Programmer at id Software. Previously: 'Avatar: Frontiers of Pandora' at Ubisoft. Proud father of two. Anime and Metal head
@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
@superluminal.eu
Superluminal (superluminal.eu) is a user-friendly CPU sampling profiler for C/C++, Rust & .NET on Windows, Xbox One, Xbox Series X, PlayStation 4, and PlayStation 5.
@limepixl.bsky.social
Software Engineer that is passionate about computer graphics, light transport theory and rendering. he/him/them https://limepixl.github.io
@thibaultl.bsky.social
Graphics Programmer. Recently did a lot of volumetric and VDB rendering.
@boksajak.bsky.social
Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.
@bitnenfer.com
I don’t want to be smart, I only want to make pretty pixels - https://bitnenfer.com - Demoscene - https://lia.rebelion.digital - el/he/him - 🇨🇱