@knarkowicz.bsky.social
Technical Director - Graphics at Epic Games. I love games, graphics, lighting and low level stuff. https://knarkowicz.wordpress.com
@2darray.bsky.social
i make games and silly code demos. some of my games: http://2darray.itch.io some free gamedev tutorials: http://demoman.net
@donw.bsky.social
Head of Rendering @ Pacific Light & Hologram Past: ~30 games/engines/platforms including Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab, etc. Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc.
@philliptrudeau.bsky.social
Gamedev. Do more, keep less. Temporarily embarrassed. Likes music. Working on https://whitebox.systems, worked on http://happenlance.com. twitter.com/phillip_trudeau
@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
@danielchooper.bsky.social
Graphics, low-level, and game programmer. Made www.principle.app. Former Apple Engineer: made the first iOS photo editing tools, invented iOS cursor gesture. https://danielchasehooper.com
@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/
@stanard.bsky.social
Principal Engineer in Xbox Graphics Former Engine Programmer at PlayStation Optimization Specialist Raytracing Enthusiast
@amini-allight.org
Solo game developer, VR enthusiast. Developing LambdaMod, a free and open source multiplayer game with VR support
@darkcisum.bsky.social
💼 Zühlke | SFML Team | 🎮 | 🎻 | DMs open Also https://swiss.social/@darkcisum / https://twitter.com/DarkCisum 🌍 https://duerrenberger.dev/blog
@jrouwe.bsky.social
Lead Game Tech Programmer at Guerrilla Games, creator of the Jolt Physics library.
@mosra.cz
Graphics dev, creator of m.css and Magnum Engine. Sometimes using physical and virtual cameras to produce questionable art. https://github.com/mosra · https://magnum.graphics · https://mcss.mosra.cz
@aras-p.bsky.social
Programmer. Worked on Unity game engine 2006-2021. Now mostly working on Blender. Primarily over at mastodon.gamedev.place/@aras
@rsms.me
Working on Playbit https://playb.it/ . Designer of Figma, Inter, Spotify. Software painter. https://rsms.me/
@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!
@forrestthewoods.bsky.social
Software Engineer. Shipped a bunch of video games. Currently working in VR research land. Blog: https://www.forrestthewoods.com/blog/
@dubejf.bsky.social
Principal Engine Programmer at Epic Games Montreal, working on World Partition. #UE5
@theorangeduck.bsky.social
Animation & Machine Learning at Epic Games. Ex Ubisoft La Forge. Programmer & Occasional Writer. https://theorangeduck.com/
@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
@molecularmusing.bsky.social
Founder of Molecular Matters • C++ & low-level programming • Created Live++ (@liveplusplus.bsky.social) https://liveplusplus.tech
@sschoener.bsky.social
Programming! - previously at Epic Games, Unity Technologies, Paradox Dev Studios https://blog.s-schoener.com
@timsweeneyepic.bsky.social
@seblagarde.bsky.social
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
@loco90.bsky.social
She/Her - Shader Tools Programmer @ EpicGames; github.com/LukasBanana; Opinions are my own
@yordrar.bsky.social
Rendering engineer @ Codemasters (EA). Interested in Graphics, Game engines, Gamedev & Math.
@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
@reinsteam.bsky.social
graphics/rendering/gpu performance @Xbox ATG // prev: Final Fantasy XV and ATD @Square Enix, NHL and CTG @EA // Opinions are mine //🥤in 🇯🇵 // 日本語OK
@simoncoenen.bsky.social
Senior Graphics Programmer @Guerrilla https://simoncoenen.com/blog
@drgr4f1x.bsky.social
Principal Graphics Programmer at Bit Reactor. Previously Deviation, Hi-Rez, Sucker Punch, Tripwire, CCP
@noisecore.bsky.social
Principal Graphics Programmer @ Double Eleven. Previously @ Frontier Developments. All views are my own.
@nothings.bsky.social
🏳️🌈 ally, BLM, gamedev (Thief, Promesst), Indie Game Jam cofounder, popularized C header-file-only libs w/stb, @ Epic Games. I do not speak for Epic. he/him Larry, I'm on DuckTales. https://nothings.org
@flextango.bsky.social
Classic FPS story and multiplayer aficionado. Currently Working on a Secret Golden Era Shooter. X: https://x.com/flextango?s=21&t=UIBqDETMDdMDC_0wGAsjrw Threads: https://www.threads.net/@adamshnitzel?igshid=NTc4MTIwNjQ2YQ==
@aishization.bsky.social
Graphics programming at Supermassive Games. Previously Unity and Feral Interactive
@pixeljetstream.bsky.social
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
@johncoder.bsky.social
programmer focusing on mathematics, algorithms, graphics, a-life, optimization, open source, Rust, and assembly coding 10 years AAA video game studio experience immigrant🚢 vegan🥗 atheist🔭🔬 LGBTQI+🏳️🌈 BLM🧎🏻free Ukraine 🇺🇦 free Palestine 🇵🇸☮
@wackoisgod.bsky.social
Director of Engineering @ Stoke Games. Former Lead Engineer at Riot, Unity, Engineer at Blizzard on BNET, SC 2, WoW, Natural Selection 2. These are my own thoughts
@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
@nihil2501.bsky.social
@diogovtx.bsky.social
Co-Founder & Graphics R&D at Amplify Creations, Game Developer, worked on Disco Elysium, Rust, Decay of Logos, Brink. Retro gaming, Homebrew and Demoscene enthusiast. RTS, RPG fan. Son of the 80s.
@gpakosz.bsky.social
🤿 In between realities at ❤️ C — (Oh my) tmux — Vim 🤯 Opinions are my own ⚠️ With more threads comes great responsibility 🇫🇷 Nantes / Paris 🐘 https://mastodon.gamedev.place/@gpakosz
@nathanday98.bsky.social
Engine Programmer at ControlZee working on DotBigBang Prev at Hangar 13, Splash Damage and 22Cans He/Him
@gingerbill.org
I'm a Ginger thus I have no soul. Creator of the Odin Programming Language https://odin-lang.org Working with JangaFX on EmberGen/GeoGen/LiquiGen
@meggsomatic.tv
Rendering, game engines, scalability, gratuitous over-engineering || 💼 Avatar Perf & Visuals @ Meta || ⌛ Skyrim, Vampire Bloodlines, Warhammer Online || 🌃 Tiny retro/indie toys in 🦀 || 👫 shannonin3d.bsky.social (Slang/Vulkan/WebGPU/Khronos)
@frogtoss.bsky.social
C/Go/WASM consultant living in Vancouver, Canada, building the tools and core tech that make your multiplayer project better. Doom, guitars, code, biz.