Brad Blanchard
Senior Rendering Engineer. Gamedev. Formally Hangar 13, Google/Motorola ATAP, OnLive. SF Bay Area. linedef.com
@bottosson.bsky.social
Making Island Architect, a cosy town building game. Also game programming teacher and consultant. Previously 10 years at Frostbite and EA DICE. Creator of Oklab. Whishlist now! https://store.steampowered.com/app/3079100/Island_Architect
@mikkomononen.bsky.social
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene. https://github.com/memononen
@thousandbrains.org
Advancing AI & robotics by reverse engineering the neocortex. Leveraging sensorimotor learning, structured reference frames, & cortical modularity. Open-source research backed by Jeff Hawkins & Gates Foundation. Explore thousandbrains.org
@aras-p.bsky.social
Programmer. Worked on Unity game engine 2006-2021. Now mostly working on Blender. Primarily over at mastodon.gamedev.place/@aras
@iquilezles.bsky.social
Math & Art Videos. * https://youtube.com/Inigo_Quilez * https://iquilezles.org Created Shadertoy, Pixar's Wondermoss, Quill, and more.
@dan5sch.bsky.social
Making pretty pictures with GPUs https://blog.danielschroeder.me/
@blackfrostgame.bsky.social
Official account for the survival game by Hinterland. Operated by @hinterland.bsky.social More Info: https://www.hinterland.com/creations/blackfrost Wishlist Here: https://store.steampowered.com/app/1586260/BLACKFROST_The_Long_Dark_2/
@guycalledfrank.bsky.social
Graphics programmer, indie game developer. Developed Bakery (a GPU lightmapper) and some other tools. Ex-PlayCanvas engine dev. Working on Faded: https://linktr.ee/fadedthegame Other stuff: https://ndotl.wordpress.com/cv/
@m4xc.bsky.social
Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics. https://m4xc.dev/
@mr4goosey.bsky.social
Sr. Technical Artist at Voxel Plugin. Previously: Technical Art for Prehistoric Kingdom and Kenshi 2.
@michael-moroz.bsky.social
Love physics simulations and rendering algorithms. Currently work at ZibraAI as Lead 3D Research Engineer. Discord: misha.m. michaelmoroz.github.io/about/
@sebaaltonen.bsky.social
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
@thegrove3d.bsky.social
The unique tree simulation that grows the most natural trees ever seen in computer graphics — growing custom trees for 3D visuals, animation and film projects — inside Blender and Houdini. #b3d #houdini
@barashkov.bsky.social
Art | Programming | Procedural Everything | Nature http://vsb.gumroad.com #TerrainNodes #BlenderBooster #b3d 🇺🇦♥️ #StandWithUkraine
@wolfgangfengel.bsky.social
Graphics Programmer, CEO at The Forge Interactive https://theforge.dev/ https://github.com/ConfettiFX/The-Forge
@hinterland.bsky.social
Independent game developer, IP creator, and entertainment company. Founded in 2012. Creators of THE LONG DARK. Proudly 🇨🇦 BLACKFROST: @blackfrostgame.bsky.social THE LONG DARK: @thelongdark.bsky.social Wishlist BLACKFROST: https://shorturl.at/lbUKb
@sschoener.bsky.social
Programming! - previously at Epic Games, Unity Technologies, Paradox Dev Studios https://blog.s-schoener.com
@miketuritzin.bsky.social
Exploring. ~ Past: rendering lead @ Figma, creator of PARTICULATE for PC VR, founder @ Workflowy, search engine backend @ Google, Quake modder miketuritzin.com
@molecularmusing.bsky.social
Founder of Molecular Matters • C++ & low-level programming • Created Live++ (@liveplusplus.bsky.social) https://liveplusplus.tech
@vrkomarov.bsky.social
Graphics programmer at Lesta Games (prev Wargaming St. Petersburg) Here I post about computer graphics and my engine/renderer mastodon.gamedev.place/@VrKomarov https://x.com/VrKomarov
@kpphotos.bsky.social
Photojournalist with the Santa Rosa Press Democrat. Proud dad of a great son. Fire photographer, avid wx geek and storm chaser.
@ericlengyel.bsky.social
• PhD, Computer Science • Creator of Slug Library, C4Engine • Math/gamedev author • #GeometricAlgebra researcher • Former Naughty Dog, Apple, Sierra
@seblagarde.bsky.social
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
@maxliani.bsky.social
Tracing rays at NVIDIA. Former lighting artist, working on computer graphics rendering tech for all humans and robots alike. I mostly post stuff about light transport simulation, and my hobby project Workbench.
@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/ @[email protected]
@phyronnaz.bsky.social
Pushing voxel technology forward at Voxel Plugin using Unreal Engine You can DM me on discord @ phyronnaz
@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
@runevision.bsky.social
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. 📍 Turku, Finland 🔗 https://runevision.com https://www.youtube.com/c/runevision https://mastodon.gamedev.place/@runevision
@zeux.io
Previously: technical fellow at Roblox meshoptimizer, calm, volk, pugixml, niagara, qgrep, Luau https://github.com/zeux https://zeux.io
@mrzyanide.zyanidelab.com
Ray tracing addict. ReSTIR enthusiast. RTXing Jedi Outcast / Academy.
@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/
@promit.bsky.social
Graphics/Game engine dev. Previously Neuroscience @ Johns Hopkins. Building interactive physics-driven experiences for brain health and neuro patient care. https://neuroanimation.com/
@jbakergraphics.bsky.social
Engine Programmer @idSoftware (personal account) BSEE CpE - C++/OpenGL/Voxels/SDFs/Pathtracing/GPU Compute Co-organizer of Graphics Programming Virtual Meetup Project writeups, blog posts: https://jbaker.graphics/index.html
@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/
@vassvik.bsky.social
Simulation and rendering nerd. Co-founder and CTO @JangaFX Working on EmberGen and more. Discord: vassvik @[email protected]
@nicebyte.bsky.social
the only good anime pfp acct · http://gpfault.net · http://github.com/nicebyte · http://nice.graphics
@stewartlynch8.bsky.social
10x Editor, FramePro, FastFind, VMem, Ex Lionhead. Low level core coder, tools, tech, perf. https://10xeditor.com
@anopara.bsky.social
Procedural art nerd, ½ of Pounce Light with @h3r2tic.bsky.social, co-creator of #TinyGlade a diorama doodling game 🏰🌿 s.team/a/2198150 🏳🌈💟 💙💛
@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.