Sébastien Lagarde
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
@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
@vickiferguson.bsky.social
Principal Technical Director @ Respawn Formerly EA, Ubisoft
@iquilezles.bsky.social
Math & Art Videos. * https://youtube.com/Inigo_Quilez * https://iquilezles.org Created Shadertoy, Pixar's Wondermoss, Quill, and more.
@jasper-bekkers.bsky.social
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
@chrispewebb.bsky.social
Lead Technical Artist @ SMG Former Programmer/Graphics at 5Lives/Defiant
@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!
@pgeorges.bsky.social
Staff Software Development Consultant at Unity Technologies Game dev, cyclist The gremlin looking thing is Henri Opinions are my own (he/him 🏳️🌈)
@3dvf.bsky.social
Daily news, interviews, videos, in-depth articles about animation, visual effects, VR/XR, video games, and more. Our content is available in English and French
@lucbaghadoust.bsky.social
Studio Executive Producer @ Dontnod Montréal / Executive Producer on #LostRecords #Bloom&Rage #LifeIsStrange & #LifeIsStrange2 / Bass Player / Atheist / Vegan
@dubejf.bsky.social
Principal Engine Programmer at Epic Games Montreal, working on World Partition. #UE5
@yoriculaire.bsky.social
Senior Rendering Developper @ Frostbite. Ex-Unity/Warner Montreal/Eidos/CAE Healthcare. Co-founder of Shinies & Shadows - a podcast to learn about gfx collaboratively.
@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
@sebaaltonen.bsky.social
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
@shadi3st.bsky.social
Engine (VFX) developer for @unity3d (previously Ubisoft and Cyanide)
@slipster216.bsky.social
Engineer, designer, artist and musician in the game industry for 30+ years. 52 assets on the Unity Asset Store. Ex-Turbine/Harmonix/DBeam/etc, currently at Meta
@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
@willgoldstone.bsky.social
Design Architect @unitygames Unity nerd since 2006. Indie Dev, Delorean nerd, Author, SYNTHWΔVE artist. Views mine! he/him. @willgoldstone on the twits.
@seithcg.bsky.social
Game developer (Ghost of a Tale) and animation supervisor on 2D and 3D movies (DreamWorks, Illumination).
@lirafelipe.bsky.social
@gibiz.bsky.social
The world's leading games industry website. Got something to tell us? Email news@gamesindustry.biz
@digitalfoundry.bsky.social
Charting the state of the art in gaming tech | Please consider supporting our Patreon: http://bit.ly/39jltgA | Commercial enquiries: business@digitalfoundry.net
@janbart.bsky.social
Studio Director & Art Director at Guerrilla Games. Original concept creator of Horizon Zero Dawn. BAFTA & Golden Calf winner. Poweruser of the word Basically.
@andrewschneider.bsky.social
Atmospherics Lead at Guerrilla. Developing the real-time voxel-based cloud system for the Decima Engine and the Horizon franchise games. Formerly Senior FX TD at Blue Sky (not this one) Animation Studios.
@marcussvensson.bsky.social
Senior Rendering Engineer at Embark Studios. Worked on THE FINALS, ARC Raiders, Contraband, Rage 2 and Just Cause 4. Based in Malmö, Sweden.
@paulpenson.bsky.social
Lead graphics programmer at Playground Games. Passionate about great games and great graphics. Opinions and comments are my own.
@acohade.bsky.social
Principal Graphics programmer @ Arkane Lyon. Previously Unity / Intel Dev. Tech & ATG
@polycount.bsky.social
Since 1998 Polycount has been a community & resource for professional, hobbyist, and aspiring video game artists. www.polycount.com Support Us! https://patreon.com/polycount
@johnoreally.bsky.social
Technical Artist @ TBA 👀🤫 John_O_Really on Twitter ✦ Prev: Vampire Survivors, @NexusStories, @Unity ✦ Shaders & Real Time VFX ✨ ✦ ADHD :) 💫 ✦ They/them https://johno.re
@icare3d.bsky.social
Research scientist in Computer Graphics at NVIDIA Research. This is a personal feed, opinions are my own. @icare3d@mastodon.gamedev.place
@jasperbekkers.bsky.social
@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/
@gamedeveloper.bsky.social
Serving the video game industry through breaking news, insight on game industry trends, expert advice & resources, and more.
@danielquach.bsky.social
Senior Graphics Programmer on Subnautica 2 @ unknownworlds.bsky.social - Previously Suicide Squad: Kill The Justice League, Just Cause 4, Ghost Recon: Wildlands, Pix the Cat 🇬🇧/🇫🇷
@gaxil.bsky.social
Senior R&D engineer at JangaFX, Techart lecturer at HEAJ-Belgium and eurorack enthusiast
@mimus.bsky.social
Project Technical Director at Creative Assembly working on a sequel to Alien: Isolation. Prev. Games: The Quarry, Halo Wars 2, Alien: Isolation, DiRT series.
@icetigris.bsky.social
Lead Rendering Engineer at That's No Moon. Prev: Epic, Unity, Disbelief, PlayStation, Intel. Agender GPU goblin. They/Them
@graphicsrunner.bsky.social
Senior Rendering Engineer on Frostbite and (very)amateur photographer