@theorangeduck.bsky.social
Animation & Machine Learning at Epic Games. Ex Ubisoft La Forge. Programmer & Occasional Writer. https://theorangeduck.com/
@notgdc.io
A game development non-conference, for everyone! March 10-14 2025 http://notgdc.io/
@thefranke.bsky.social
Principal Game Engine Architect at Huawei. Previously: Senior Graphics Engineer at Unity, Research Scientist at Fraunhofer, Tech-Priest at Cult Mechanicus. https://tobias-franke.eu/
@johanpeitz.com
#pixelart and #lofi enthusiast obsessing over small games with big pixels. Made #picoCAD and a long time ago Icy Tower. Get the inside scoop with my newsletter: 💌 https://apskeppet.se/newsletter.html Wishlist Ascent DX! 🙏 http://s.team/a/3384890
@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
@ericmigi.com
Inventor of things. Previously: cofounder Beeper.com, partner @ycombinator, founder @pebble
@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
@mikkomononen.bsky.social
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene. https://github.com/memononen
@rezmelon.bsky.social
coder at Melon https://www.pouet.net/user.php?who=10&show=credits http://soundcloud.com/chiptune https://giphy.com/chiptune
@p01.bsky.social
⚡ http://www.p01.org/ 🌘 Technical speaker, Creative coder, Size Optimizer, Demoscene artist on the web, Atari and pico8 🌞 Principal Software Engineer, Test Automation lead at Microsoft
@conspiracy.hu
Demogroup specializing in 64k intros. Makers of Chaos Theory, Offscreen Colonies and many more. 🇭🇺 https://conspiracy.hu/
@gjoel.bsky.social
Chair Raving Graphics Programmer loopit.dk/publications shadertoy.com/user/hornet
@theforge.dev
The Forge Interactive, Inc. is a think-tank for advanced real-time graphics, specializing in custom game engines, rendering solutions, and offering expert game engine consulting and programming services. 🌐: theforge.dev/ ⭐️: github.com/ConfettiFX
@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
@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.
@ddiakopoulos.bsky.social
I make stuff sometimes?! when i’m not doing life things, i shepard a research engineering team at apple
@jeremy.laumon.name
Rendering Glitches and Losing Devices @Guerrilla Blog: https://danglingpointers.com
@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
@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
@molecularmusing.bsky.social
Founder of Molecular Matters • C++ & low-level programming • Created Live++ (@liveplusplus.bsky.social) https://liveplusplus.tech
@samuraika.bsky.social
Modern Workplace Architect 🏛️ | Cert. Project Manager 👨💼 | MCT Alumni 👨🏫 | Sharepoint Expert ♠️ | Retro Computer Geek 🕹️ | Demoscene 🪩 | Blog: https://blog.greenbrain.de