mjp
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/
@pema99.bsky.social
Senior Graphics Engineer, Light Transport @unity.com. Check out my stuff at http://github.com/pema99 and https://pema.dev Interested in all things graphics, VR, language dev and functional programming. @pemathedev on Twitter/X.
@nigeljw.bsky.social
GPU Software Architect at Arm. Previously, Unity, PlayStation, and Qualcomm. My opinions do not represent any of my current or past employers.
@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/
@jiayincao.bsky.social
Senior Devtech @Nvidia. Former graphics engineer at Ready At Dawn, Naughty Dog, Ubisoft. Views are my own.
@jcgt-announce.bsky.social
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
@selfshadow.com
@vickiferguson.bsky.social
Principal Technical Director @ Respawn Formerly EA, Ubisoft
@martinecker.bsky.social
Senior Technical Director at High Moon Studios/Activision working on Call of Duty. Hobby guitarist. Originally from Austria now in San Diego. Opinions are my own!
@amihutz.bsky.social
Rendering Software Engineer tracing rays at NVIDIA | PhD Comp Sci | x-R&D at The Foundry entangling render delegates in Pixar USD | opinions - my own ▴ https://linktr.ee/amihutz ▴
@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
@okonomiyonda.bsky.social
一所懸命HWデザイナーのふりをやっとる現代のC++が大嫌いなSWの開発者。FPGAのGPUとレトロな家庭用ゲーム機を作ること、うちの猫(ニュートリノ+コスモス)、お箏の演奏、ゲーム開発、抹茶+和菓子がめっさ好きやねん。postsは私個人の意見で、会社を代表するものやない https://fpga.maisonikkoku.com
@xanderstudios.eu
Graphics Programmer Intern @ Ubisoft 18 years old | he/him | Montpellier, France 🇫🇷 Français/English/Norsk OK Game engines, computer graphics, real-time rendering, photography, art, urban planning, language learning… BSc Student Game Dev
@jakedelmastro.com
Game Developer/Programmer/Composer. Making Pirate RPG, A Short Odyssey (He/Him) 🇨🇦 I make games with my own engine https://store.steampowered.com/app/2818690/A_Short_Odyssey/?utm_source=bsky
@p-malin.bsky.social
Tech Director at Assemble Tech Ltd. with a fondness for shiny graphics and good engineering. Formerly Activision Central Tech & Bizarre Creations. he/him shadertoy.com/user/P_Malin https://blog.mousefingers.com/ https://www.pouet.net/user.php?who=105060
@skarolewics.bsky.social
Working at Respawn Entertainment on the Star Wars Jedi team, doing a bunch of rendering stuff. Formerly @ Monolith, Amazon Games, Microsoft. Contributor to RenderDoc. Opinions are my own. http://stevekarolewics.com
@hazejay.bsky.social
Senior Rendering Programmer @ Epic Games. Currently working on Nanite.
@m4ttyan.bsky.social
Senior rendering programmer at @SonySantaMonica | Previously - @Blizzard_Ent, @Warcraft
@aras-p.bsky.social
Programmer. Worked on Unity game engine 2006-2021. Now mostly working on Blender. Primarily over at mastodon.gamedev.place/@aras
@maraneshi.bsky.social
Sometimes works on game engines. She/Her. More tired than you could ever imagine. 🏳️⚧️🏳️🌈 @[email protected] https://x.com/Maraneshi
@fcifacia.bsky.social
Principal Graphics Programmer @ Guerrilla, previously nursing pixels for HDRP at Unity and Rare Ltd. My opinions are my own, my employer doesn't want them flashypixels.wordpress.com
@willpgfx.bsky.social
Senior graphics programmer II on T4 at Blizzard. Personal account. https://willpgfx.com
@andrewhelmer.bsky.social
Rendering at Respawn Entertainment. Previously Luxology, The Foundry, Google. Enthusiast landscape photographer (andrewhelmer.com). All views my own. He/him.
@nicolas-lopez.bsky.social
Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
@ruby0x1.ca
narrative designer / tech witch / game designer / writer / art / audio •👩💻Mossfield Origins/Archives • co-founder https://anypercent.studio • creator https://createwith.luxe • http://wren.io • mov ax,13h • she/her 🏳️⚧️🏳️🌈
@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.
@froyok.fr
"For those who come after" - Gustave Aka Lady Bloom. ☀️🇫🇷 Principal Product Manager on Substance 3D Painter. Stay up at night to fiddle with shader stuff. - https://www.froyok.fr/ - https://mastodon.gamedev.place/@froyok
@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
@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
@rollingshark.bsky.social
Rendering and Engine programmer. Now: Santa Monica Studio. Past: Deadpool, CoD:AW, Firewatch, God of War and Apex Legends. Opinions are my own.
@loosche.bsky.social
RenderCore2 at Frostbite (ex-Bungie). My opinions are my own, not those of my employer.
@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/
@redorav.bsky.social
Senior Graphics Programmer @rockstargames. Previously @hangar13games, @weareplayground, and rendering LEGO @ttgames dei/deum HLSL++ https://github.com/redorav/hlslpp
@dbouma.bsky.social
Rendering Engineer at Traverse Research Polishing pixels in the EVOLVE benchmark