Graphics Programmer at Sucker Punch Productions
Worked on Ghost of Tsushima and Ghost of Yotei
Founder of Molecular Matters • C++ & low-level programming • Created Live++ (@liveplusplus.bsky.social)
https://liveplusplus.tech
Kyoto, Q-Games, tech programmer http://shadertoy.com/user/blackjero
Into maths/geometry, art, shader coding, drawing, winter and various outdoor activities. Hyper Active Husky.
https://twitter.com/blackjero (inactive)
mastodon.gamedev.place/@blackjero
Senior Graphics Programmer at id Software. Previously: 'Avatar: Frontiers of Pandora' at Ubisoft.
Proud father of two. Anime and Metal head
Senior Graphics Programmer @ Digital Extremes. Previously ZeniMax Online, WB
Blog: https://alextardif.com/eden.html
RealityCapture/Photogrammetry expert, C++/GLSL, TD @ CyberAgent Inc., Tokyo. All opinions are my own. Eng・日本語・Rus. Also @shamanix@mastodon.gamedev.place
Activision, previously at Unity, Bungie, AMD/ATI
all opinions my own.
Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
Building FragCoord.xyz
xordev.com
Game Programmer @ Guerrilla
🇵🇹 in 🇳🇱
Hockey 🏒
Scuba 🤿
Indie gamedev things 🎮
alourenco.dev
Rendering Hardware Interface Lead 🎉 @Guerrilla
Blog: https://danglingpointers.com
Asset Cooker (build system for game assets): https://github.com/jlaumon/AssetCooker
🇫🇷 in 🇳🇱 fighting for what's cheese
Graphics researcher at TU Delft. Formerly Intel, KIT, NVIDIA, Uni Bonn. Known for moment shadow maps, MBOIT, blue noise, spectra, light sampling. Opinions are my own.
https://MomentsInGraphics.de
Tech Advisor Sony | Ex-Guerrilla | Ex-Unity Technologies | Ex-Flashbang Studios | he/him | Opinions are my own | @CapnRat@mastodon.gamedev.place
Rendering Tech Director @ id Software, DOOM, Wolf2, idTech. Prev Crytek, Far Cry, Crysis Series, CryENGINE. http://linkedin.com/in/tsousa My opinions & POVs
He/him
I teach C++ & computer graphics and make videogames
Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1
Check out my cozy road building traffic sim: https://t.ly/FfOwR
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
Principal Game Tech Programmer | Visual programming system for scripts/shaders/anim/fx/... in DECIMA @Guerrilla
Professional escape artist.
Procedural@Epic. Gazing out in awe.
Senior Rendering Programmer at Sony Santa Monica Studio
📷 http://instagram.com/jendrikillner/
📑 https://www.jendrikillner.com
Game Dev Dinosaur
Don’t be an asshole, don’t obey in advance, grow old disgracefully.
UK / California. Making games since '89. 🇺🇦🏳️⚧️🏳️🌈
Game Engine Tinkerer, 🇦🇺in 🇫🇮.
Senior Core Engine Programmer at Remedy Games.
Prev: Frostbite, The Artful Escape The Bards Tale IV, Trover Saves the Universe, Kieru.
Principal Graphics Programmer @ Guerrilla, previously nursing pixels for HDRP at Unity and Rare Ltd. My opinions are my own, my employer doesn't want them
flashypixels.wordpress.com
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
Principal Software Architect at Walt Disney Imagineering. Smugglers Run, galactic Starcruiser, Journey of Water. Previously in game industry. God of War 3, Mercenaries 2, Destroy All Humans! Love computer graphics, tools and games. Opinions are my own.
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
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Senior Rendering Programmer @ Epic Games. Currently working on Nanite.
Ex game dev and GPU philosopher.
Creating beautiful things and building them well. Into modernism, Memphis Milano; Miami Vice Super Fan.
Technical Art Director @ Spliced Inc.
Ex. PlayStation London Studio
https://answer.cc
Senior Graphics Programmer at Nixxes Software @nixxessoftware.bsky.social Previously TT Games and WeirdBeard Games. A member of Port Jackson Greens and the Sustainable Transport branch of Climate Change Balmain/Rozelle.
30, pan/ace 🖤🩶🤍💜
Sr. Network Programmer @ Nixxes
Prev @ Guerrilla, Horizon, Hunters Gathering
Based in The Netherlands
🌐 jochem.dev
Previously at Unity, Roblox, Briganti.
Level design tools Realtime-CSG https://bit.ly/4ngBclb & Chisel: http://bit.ly/3Z1mohh
Creator of Zombie Gunship and Gunship X
GDC speaker: http://bitly.ws/au5r
Portfolio: http://bit.ly/3KFdRfb
Graphics nerd - RHI Rendering Lead on Unreal Engine @ Epic. Previously Rendering @ Roblox, Deviation Games, Halo, and more!
Also on Mastodon: @gkaerts@mastodon.gamedev.place
🇧🇪🇨🇦
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
Your friendly neighborhood Guthmann | Computer graphics enthusiast | GPU Dev Tech at AMD. Opinions are my own.
http://frguthmann.github.io
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
Rendering Engineer @ Traverse Research
Cycle saver and bit juggler
Artisan Cube Crafter
Vegan 🌱
she/her
‘lazy game dev’ or in other words: uses ray tracing.
Senior Mobile Platform Engineer @Epic Games
Previously Graphics Tech Director @NMGames, Sr. Graphics Eng at Samsung R&D
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
Principal Artist at Guerrilla Games
principal engine programmer @ id software |
graphics & engine code for idTech | DOOM: The Dark Ages
opinions are my own
graphics @apple 2025+. engine @unity3d 2018-2025. PS3,4,5 GPU R&D @naughty_dog 2007-2018. Spider-Man @treyarch 2002-2007. 日本語OK. opinions are mine
Engineering Fellow at Epic Game. I love games, graphics and lighting.
https://knarkowicz.wordpress.com
Principal Software Engineer at Electronic Arts
Developer at @notchvfx. Previously PlayStation R&D
Video game creator in Kyoto. Starfox Command, Pixeljunk Monsters, Scram Kitty...
Chair Raving Graphics Programmer
loopit.dk/publications
shadertoy.com/user/hornet
Technical Art Director at Guerrilla Games
Rendering Dev - Doing the R&D thing at
@SEED. Formerly of NetherRealm Studios (Mortal Kombat and Injustice Franchises).
Engineering Fellow (Graphics) on Unreal Engine at Epic Games. Former BioWare, Frostbite, and SEED. (he/him)
I make indie games, worked on Stelumi, Staxel, Starbound and a few other.
the only good anime pfp acct · http://gpfault.net · http://github.com/nicebyte · http://nice.graphics
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/
Long-time game developer and CEO/Creative-Director/Art Director @17_BIT. Living in a Ghibli film in deep Kyoto. I love photographing remaining nooks and crannies of old Japan. Creator and director of AWAYSIS. Spends a lot of time underwater.
“A punk existentialist coder alive to his mortality, standing in wonder at the world”
Code, Games, Words, Coaching, Music and #LFC
Subscribe to my my Substack where I write about lessons from my life in games: newsletter.dancingmonkeys.net
Game Developer behind "The Little Crane That Could."
Pronoun: He/Him, Noun: anti-fascist.
Demoscene, Games, Game development, Software Engineering, Sci Fi and movies. That sort of stuff.
lead engine programmer at Insomniac Games, focusing on animation tech - my team develops the animation, cinematics, physics and destruction systems that underpin all our games
Using integers and making games. Also @despair on Twitter, @crash@mastodon.gamedev.place
He/him. Tech lead @ RL. Previously: Mesh Communities, Trellis Research, Naughty Dog, PS4 PlayGo, PS3 FIOS, macOS DiscRecording. 26 years making big things.
CTO at JECO; prev FSR 4/3/2 Lead at AMD, GPU Drivers at AMD, Codeplay doing debuggers, compilers and optimizations for various folks. FPGA/Electronics/DIY hobbyist. Own opinion. https://domipheus.com/
Working on PS5 GPU profiling stuff in Sony’s ATG. Posts barely reflect my own views, certainly not Sony's.
gpu psychiatrist @ SIE PSS ATG
Head of Rendering @ Pacific Light & Hologram
~30 games/engines/platforms including Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab.
Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc.
https://donw.io
https://github.com/Celtoys/
Video Editor + Senior Staff Writer for
Digital Foundry and creator of DF Retro! Open to contract work!
日本語OK
🏳️🌈 ally, BLM, gamedev (Thief, Promesst), Indie Game Jam cofounder, popularized C header-file-only libs w/stb. he/him
Larry, I'm on DuckTales.
https://nothings.org
Real-time and offline rendering, gamedev, GPU hw
programmer of things and stuff. dear imgui https://github.com/ocornut/imgui / the dragon’s trap / dreams / tearaway / pixeljunk shooter / soul bubbles / meka. Paris, France https://www.miracleworld.net
📍 Seattle. 3D rendering at Adobe; formerly at 343i, Sucker Punch, NVIDIA. Math & coding blog writer, sometime musician, sci-fi & physics nerd, cat dad, coffeeholic.
🎮 tech artist/shader sorceress/math dork
🌐 acegikmo.com
🎥 youtube.com/@acegikmo
🏗️ Shader Forge / Shapes / https://half-edge.xyz
📡 ex-founder of Neat Corp
my kids:
🥪 @toast.acegikmo.com
🥗 @salad.acegikmo.com
🐈⬛ @thor.acegikmo.com
Retired tech-nerd. Unicyclist, kiteboarder, juggler, hiker, plays tennis and pickleball, advocates for pedestrian/cyclist safety. Windows ETW expert. LGBTQ supporter. Vancouver, BC
he/him
https://randomascii.wordpress.com/
graphics & lighting @ naughty dog
Engineering, Computer Graphics, Art, DSP, ML
Culture, Techno, Industrial, and Electronic Music.
Research Scientist at NVIDIA.
Ex Google Research, Ex games (Sony, Ubisoft, CD Projekt).
Politically leftist. He/they.
https://linktr.ee/bartwronsk
ML Programmer @ Guerrilla Games
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
Graphics ∩ Vision, Electronic Elsewheres. AI for XR @ Meta. Previously : NVIDIA {Research, Omniverse XR, Robotics}, much before that VR, VFX & TV.
Thinkpiece Piñata & Artist inbetween.
Opinions? No
📍Brooklyn/TLV
https://omershapira.com
Lead tech/graphics programmer at Guerrilla Games.
Gfx coder and chip designer. He/him/3Dlabs/Muckyfoot/RAD/Valve/Oculus/Intel/Rec Room/Riot.
mastodon.gamedev.place/web/@TomF
synth tinkerer (plinky); nvidia research (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
I help good people make good games in good ways. Want to work with me? https://ramiismail.com/
Ultra veteran game dev, I have made a /lot/ of games, some of them are hits! Some of them aren’t! But I love every one of them.
一所懸命HW設計者のふりをやっとる現代のC++が大嫌いなSWの開発者。FPGAのGPUと家庭用ゲーム機の設計、うちの猫(ニュートリノ+コスモス)、百人一首、競技かるた、お箏の演奏、ゲーム開発、抹茶+和菓子
投稿は私個人の意見で、会社を代表するものやない
https://fpga.maisonikkoku.com
Studio Director & Art Director at Guerrilla Games. Original concept creator of Horizon Zero Dawn. BAFTA & Golden Calf winner. Poweruser of the word Basically.
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.