@nathanhoobler.bsky.social
Pixel Pusher and Digital Illusionist @ Nvidia All opinions my own
@altnps.bsky.social
The official "Resistance" team of U.S. National Park Service. Our website: www.ourparks.org
@astrokatie.com
Cosmologist, pilot, author, connoisseur of cosmic catastrophes. TEDFellow, CIFAR Azrieli Global Scholar. Domain verified through my personal astrokatie.com website. She/her. Dr. Personal account; not speaking for employer or anyone else.
@legalgeekjb.com
She/Her | ICF ACC, MS, JD | former professor | Nasty Woman | 🏳️🌈 | AuDHD | mama | ⚖️ 💙 | NC 🪷 🪷 🪷 🪷 🪷 🪷 🪷 🪷 🪷 🪷
@davidpei.bsky.social
Real time Graphics Engineer working on Wonderland Engine. On the side I do WebGPU pathtracing and lightmapping 💫 in rust 🦀
@ivopavlik.bsky.social
@aaimon.bsky.social
@solvevlos.bsky.social
Musician, Artist, Leftist, Occultist Virgo surrounded by fire signs Father and fighter GenX nihilist meets sensitive artist https://slve.bandcamp.com/
@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==
@h3r2tic.bsky.social
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
@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.
@nytpitchbot.bsky.social
Parody. Destroy your safe and happy lives before it is too late.
@marcosalvi.bsky.social
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
@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.
@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/
@phammer.bsky.social
principal engine programmer @ id software | graphics & engine code for idTech | DOOM: The Dark Ages | opinions are my own
@rianflo.bsky.social
@thomas-griebel.bsky.social
Sr graphics programmer @ Meta Past: id, Raven. DOOM, CoD I share mostly game and graphics content here. Opinions my own! :D Madison, Wisconsin http://github.com/tgriebel/
@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/
@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/
@jontology2.bsky.social
Rendering Dev - Doing the R&D thing at @SEED. Formerly of NetherRealm Studios (Mortal Kombat and Injustice Franchises).
@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/
@lexdev.net
Senior Render Programmer @IOInteractive 🎮 Glacier ❄ | Project 007 | Project Fantasy prev @Ubisoft
@acmarrs.bsky.social
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
@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.
@beardyking.bsky.social
Personal | Engine programmer | Tinkerer of triangles 💼 - Activision, Central Tech 📌 - Manchester, UK 🐀 - Keith gang 💭 - Opinions are my own
@sifee.bsky.social
3D graphics including texture comp & RT. Messing with pixels since early 80s. 32yrs @ PowerVR/Imagination. Deluded opinions probably my own. Banner circa '87: Amantides-style cone ray tracing+Perlin textures on Transputer. No tris or bitmap textures
@scottishgamedev.bsky.social
Rendering Engineer @EA, F1 Addict, Gaming Fiend🌈 https://linktr.ee/scottishgamedev
@kevin-gibson.com
He/him. Software developer, graphics/ML@Apple prev. Xbox, Hololens. Canadian in Seattle. Music, computer graphics, baking, etc.
@migueldeicaza.bsky.social
🍉Fun Stack Vibing at @xogot.bsky.social Started Xamarin, Mono, Gnome. Prev: Microsoft/.NET/Xamarin/Mono/VSMac/MAIA http://mastodon.social/@migueldeicaza
@woookie.bsky.social
Graphics programmer, currently working at Keen Software House on VRAGE3. Previously Deck 13, Flying Wild Hog.
@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
@diharaw94.bsky.social
Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.
@miguel-oenp.bsky.social
Senior Rendering Engineer @ Epic Games. Former Striking Distance Studios (The Callisto Protocol), Avalanche Studios. Author of GPU Reshape!
@mrzyanide.zyanidelab.com
Ray tracing addict. ReSTIR enthusiast. RTXing Jedi Outcast / Academy.
@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.
@rovarma.bsky.social
Building Superluminal (https://www.superluminal.eu / @superluminal.eu), a user-friendly CPU sampling profiler for C/C++, Rust & .NET on Windows & consoles. Ex-Guerrilla Games (H:ZD)