nicebyte
the only good anime pfp acct · http://gpfault.net · http://github.com/nicebyte · http://nice.graphics
@zeux.io
Previously: technical fellow at Roblox meshoptimizer, calm, volk, pugixml, niagara, qgrep, Luau https://github.com/zeux https://zeux.io
@seppedekeyser.be
Graduated as Game Dev, now working as Front-end Developer @ CloudClass • Messing around with graphics as a hobby • He/Him • I write weird colored text on a dark background portfolio: https://seppedekeyser.be and blog: https://renderingpixels.com
@pekkavaa.bsky.social
Avid reader, computer graphics fan and atmospheric jungle beats enjoyer. Demoscene: cce/Peisik. Blog at https://30fps.net/
@mrzyanide.zyanidelab.com
Ray tracing addict. ReSTIR enthusiast. RTXing Jedi Outcast / Academy.
@tuankuranes.bsky.social
cpu, gpu @sketchfab @fab @epicgames Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs Only cpu/gpu/dev/gamdev/vfx content
@evilsmeevil.bsky.social
Director of Technology @ Magnopus | Formerly Creative Assembly | Views Mine | He/Him
@gedalia.bsky.social
Simulation and tool dev at Boston Dynamics. Software engineer focused on games, graphics and robotics. Ex VFX, MMORPG, animation dev ✡️ dad, photographer, rollerblading liberal in NYC
@xanderstudios.eu
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
@atomicrmw.bsky.social
Lead engine programmer @ Wildlight Entertainment. Graphics programming and compilers
@jontology2.bsky.social
Rendering Dev - Doing the R&D thing at @SEED. Formerly of NetherRealm Studios (Mortal Kombat and Injustice Franchises).
@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/
@agoth.bsky.social
Graphics coder at 🍎by day, imposter electronic musician and artist by night I like to make things go fast (or go brrr)
@drgr4f1x.bsky.social
Principal Graphics Programmer at Bit Reactor. Previously Deviation, Hi-Rez, Sucker Punch, Tripwire, CCP
@rileylabrecque.com
Partner Engineer at Final Strike Games with a focus on Engine Tech, Online, Build, and DevOps. Previously wrote documentation for Valve Once upon a time I made Steamworks.NET 🌲Seattle
@kapvipoor.bsky.social
A Father and a Rendering enthusiast currently Rendering | Optimizing at Autodesk. Ex DevTech at AMD, Rendering at CAE. All opinions are personal.
@arycama.bsky.social
Senior Programmer. Graphics, C++, C#, Shaders, Unity, Unreal, PC, Console, Mobile, cats. github.com/arycama mastodon.gamedev.place/@Arycama twitter.com/BenSimsTech
@baldurk.bsky.social
Working on RenderDoc (https://github.com/baldurk/renderdoc) a PC graphics debugger.
@icetigris.bsky.social
Lead Rendering Engineer at That's No Moon. Prev: Epic, Unity, Disbelief, PlayStation, Intel. Agender GPU goblin. They/Them
@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
@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.
@zpostfacto.bsky.social
Engineer at Valve | Free 3D Math book: gamemath.com | GameNetworkingSockets: github.com/ValveSoftware/GameNetworkingSockets | NOT doing support on discord!
@biovf.bsky.social
Graphics Technical Director @NMGames. Arm Ambassador & Demoscener(biovf/Architect^Singularity). Previously Sr. Graphics Eng at Samsung R&D
@jeremy.laumon.name
Rendering Glitches and Losing Devices @Guerrilla Blog: https://danglingpointers.com
@mikeev.bsky.social
GPUs from fs to ms @ AMD / Interests: GFX, AI, RTL / Prev: AuthenTec (Digital HW), NASA, GaTech Grad, F1 fan. Views & statements are 100% mine.
@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
@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/
@belgianrenderer.gijskaerts.com
Graphics nerd - Rendering Engineering Lead @ Roblox. Previously Rendering TD at Deviation Games. Graphics lead on Halo Infinite. Graphics engineer on Halo 5, Age of Empires/Mythology, and more! Also on Mastodon: @gkaerts@mastodon.gamedev.place 🇧🇪🇨🇦
@manon-gfx.bsky.social
Graphics dev and vegan 🌱 Rendering Engineer @ Traverse Research Cycle saver and bit juggler Artisan Cube Crafter she/her ‘lazy game dev’ or in other words: uses ray tracing.
@jbikker.bsky.social
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
@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/
@asawicki.bsky.social
PMTS Software Development Engineer @ AMD. Previously @ Intel, Microsoft, gamedev, television... All opinions are my own and do not reflect that of my employer.
@sebdegraff.bsky.social
Game dev, working on Terraformers terraformers-game.com Game jams, homemade game engine dev. Sometimes streaming on youtube: 🔴 https://www.youtube.com/@seb_degraff/streams Also on mastodon: 🐘 http://mastodon.gamedev.place/@seb_degraff
@diharaw94.bsky.social
Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.
@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.