Building a game/engine based on signed distance fields
~ Past: rendering lead @figma.com, indie VR dev, founder @ Workflowy, search backend @ Google, Quake modder
miketuritzin.com
Rendering, ray tracing, Metal API.
Senior Graphics Programmer @ Digital Extremes. Previously ZeniMax Online, WB
Blog: https://alextardif.com/eden.html
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
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
Miku is coming. Look busy.
ミクが来るよ。忙しい振りをしよう。
Former Xbox ATG Intl. manager,
now Principal Engineer again.
元Xbox ATG国際部のマネージャーが
現在はまたプリンシパルエンジニアになった。
Opinions neither Microsoft's nor Miku's
マイクロソフトの意見でもミクの意見でもない
http://www.linkedin.com/in/mwdfroggatt
GPU Software Architect at Arm. Previously, Unity, PlayStation, and Qualcomm.
My opinions do not represent any of my current or past employers.
PS5 raytracing and shader compiler at ATG
Principal Optimization Programmer at Nixxes Software.
Addicted to optimizing, reading sci-fi, puns, dogs and modifying cars.
All opinions expressed here are my own.
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
Rendering research @ NVIDIA by day, computational astrophotography by night. ex-Pixar, Intel, startups, Stanford, Princeton. "Literally the worst Dad EVER!!!11!”
https://github.com/cek
Ex-Radeon Architect
Current AR Graphics SW/HW architect
Principal Engineer - Microsoft ATG
Engine/Tools/Game Generalist @ Valve
He/him
DevTech at AMD. All opinions are my own and do not reflect that of my employer. In Canada
Graphics Programmer @ Frostbite, cyclist, human.
ajweeks.com
Ex game dev and GPU philosopher.
Creating beautiful things and building them well. Into modernism, Memphis Milano; Miami Vice Super Fan.
Principal Graphics programmer @ Arkane Lyon. Previously Unity / Intel Dev. Tech & ATG
Toolchain and build tools for games. Previously at Ubisoft. LLVM Release Manager.
Graphics coding @ Unity. Prev Amazon, Avalanche NYC, 38 Studios, Square Enix, Pandemic Studios. Opinions are not my employer's.
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.
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
Principal Rendering Engineer on Star Wars Jedi at Respawn Entertainment. Formerly @ Monolith, Amazon Games, Microsoft. Contributor to RenderDoc. Opinions are my own.
http://stevekarolewics.com
Senior Rendering Programmer @ Epic Games. Currently working on Nanite.
The Temporal Company: Everything Better Than 60Hz™
Time dimension on displays: Hz-GtG-MPRT-blurs-motion-lag-VRR-framerate-GSYNC-FreeSync-tearing-frametime-24p-48p-120Hz-240Hz-360Hz-480Hz-1000Hz...
Display researcher. Creator of TestUFO.com Motion Tests.
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
Graphics, games, embedded & systems. Unix, C, C++, Rust, python, FPGA and microcontrollers. Always happy to answer questions/advise/mentor, if only as a warning to others.
Graphics @ Turtle Rock Studios
Personal opinions on gamedev, tech, and (sigh) politics. Skepticism. Science. Snark. Author (RTCD). Ex-Activision, ex-Sony, ex-Neversoft, ex-uni lecturer.
Rendering at (visionOS - Persona). I do R&D on rendering digital humans. I spend my spare time tracing rays and studying languages.
Formerly vector graphics, shader compilation, and OS development at Google.
Graphics Software Engineer at Samsung Research America
https://malikarjun.github.io/
Graphics programmer at Unity. Opinions are my own.
Lecturer at UCLL. Ex-Larian, ex-Tobii, ex-Codeplay, ex-TGC He/him. #a11y, rendering, gamedev, compilers,.... My opinions are inadmissible and plausibly deniable
Graphics coder at Apple
Demoscener at Razor1911
www.aduprat.com
Senior graphics programmer at Cloud Imperium Games. Planetary photographer. Formerly at TT Games and Computer Science lecturer. Inept bassist.
Nerdy graphics for Cocoon & Inside
I write, draw, and make music. Also computer and math stuff. Seeker of wisdom, creativity, kindness, and roasted garlic 🏳️🌈 🇨🇦
He/Him
Work in video games, ain't tellin my employer
Vulkan, Xoogler
Graphics Engineer and gamedev, photographer, sportster.
Mentor, DMs open.
Staff Graphics Engineer at Unity Technologies. Working on ray tracing support with DX12/DXR.
https://github.com/INedelcu
Senior Rendering Engineer at Embark Studios. Worked on THE FINALS, ARC Raiders, Contraband, Rage 2 and Just Cause 4. Based in Malmö, Sweden.
Gamedev 👾 | Photography 📷 | Adventure 🧗♀️
Graphics witch for Frostbite @ Electronic Arts
Opinions = mine
日本語でいい!🇯🇵
🇦🇺 in 🇸🇪
it's a dAmN cOld NiGhT tryin 2 figure out this life
all opinions are incorrect and belong to my employer
Principal Graphics Programmer @ Double Eleven. Previously @ Frontier Developments. All views are my own.
Lead tech/graphics programmer at Guerrilla Games.
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
Gfx driver dev | Interests: Rendering, Game Engines and Learning Algorithms | Opinions here are my own!
Sr Graphics Engineer @ Unity | ex Lead Programmer @ Ubisoft | programming, games, politics.
Engine/Lead Tools Programmer at Keen Games. Interested in Engine/Game/Tool/System programming and API design.
Version 3.0. Software engineer, product development and art enthusiast. Armchair generalist & ex -physicist, -graphics programmer & -CAD expert. Can render a sphere in every medium. Professionally does computational geometry @ Mapbox.
Founder, game maker, shader code baker.
Rendering Engineer @ Chaos | Real-time Computer Graphics | Cycling | Green Energy
Karlsruhe 🇩🇪
Supporting AFU ✙ 🇺🇦 Δ
Ex-SIE R&D West SDK Game Tech: PhyreEngine, SDK, Sharing VR. Father, Programmer, Player. My views! Also @dickyjim@mastodon.gamedev.place
Lead Rendering Software Engineer At @EA - @CriterionGames, ex @Unity3d, ex @UbisoftMTL All expressed opinions are my own
I do my PhD on physically based (differentiable) rendering, material appearance modeling/perception @tsawallis.bsky.social's Perception Lab
I enjoy photography, animation/VFX/games, working on my renderer, languages and contributing to open source.
This is me on the other thing:
x.com/jascha_wedowski
Software developer with a passion for real-time graphics, simulation and systems programming.
Previously Maxon, Keen Games, Deck13. Opinions my own etc
Icelandic Graphics Programmer at ARM. He/Him.
Principal Rendering Engineer at Elsewhere Entertainment. Before: render architect at Massive Entertainment - Division 2, Avatar, Star Wars Outlaws
Graphics Programmer @ Guerrilla Games
Graphics programming @ CD Projekt Red
Principal engineer doing graphics on F1 at EA/Codemasters
Research scientist in Computer Graphics at NVIDIA Research.
This is a personal feed, opinions are my own.
@icare3d@mastodon.gamedev.place
Programmer at Pacific Light & Hologram
Senior Software Engineer @ NVIDIA. Computer graphics, physics, bits and bytes. kevenv.com
https://twitter.com/keven_v
keven-v@bsky.social
kevenv@mastodon.gamedev.place
co-founder & cto alphachannel
graphics & engine & tools @playtankhead.bsky.social
Former Lead Graphics Programmer
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
Digital Geometer, Associate Professor of Computer Science & Robotics at Carnegie Mellon University. There are four lights.
https://www.cs.cmu.edu/~kmcrane/
Lead Game Tech Programmer at Guerrilla Games, creator of the Jolt Physics library.
synth tinkerer (plinky); nvidia research (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
Graphics programmer at Lesta Games (prev Wargaming St. Petersburg)
Here I post about computer graphics and my engine/renderer
mastodon.gamedev.place/@VrKomarov
https://x.com/VrKomarov
Tracing rays at NVIDIA. Former lighting artist, working on computer graphics rendering tech for all humans and robots alike.
I mostly post stuff about light transport simulation, and my hobby project Workbench.
Rendering engineer @ Codemasters (EA). Interested in Graphics, Game engines, Gamedev & Math.
senior principal rendering engineer @ PlayStation
RealityCapture/Photogrammetry expert, C++/GLSL, TD @ CyberAgent Inc., Tokyo. All opinions are my own. Eng・日本語・Rus. Also @shamanix@mastodon.gamedev.place
Graphics programmer
http://anki3d.org | http://github.com/godlikepanos
Senior Graphics Engineer @ LunarG, musician, deeply in love with science, arts and literature.
Gamedev, audio, rust at Embark Studios.
Previously Propellerhead Software, Starbreeze.
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
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
Real-time rendering, optimization & UE5.
TD @ Creative Assembly Sofia
Graphics & engine programming at Hello Games on #NoMansSky. All views are my own.
http://simon-moos.com
https://twitter.com/SimonMoos
Senior Graphics Engineer @ Larian Studios
Game Dev/Programmer @supermassivegames.bsky.social
Into programming(duh), gigs , tabletop games and sailing.
These are my personal views.
Software Engineer at Motorsport Games
Prev at ControlZee, Hangar 13, Splash Damage and 22Cans
He/Him
Ph.D. in hardware and compiler design. Interested in low-level programming, computer architecture, and rendering. Recreational programmer.
Graphics Programmer @ Wildlight
I am a graphics engineer working at Tokyo, in Japan. All opinion are my own. ぽえ~ん。
Making Island Architect, a cosy town building game. Also game programming teacher and consultant. Previously 10 years at Frostbite and EA DICE. Creator of Oklab.
Whishlist now!
https://store.steampowered.com/app/3079100/Island_Architect
24 yo Game Developer, Dutch
Junior Graphics Programmer @ Massive Entertainment
4th Year Games Student @ BUas
Passionate about Game Development and Computer Graphics, currently investigating Terrain rendering & Volumetrics with DX12
Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
🇸🇪 Developer at W4 Games, working on #GodotEngine. Creator of the Godot Jolt extension. Previously at Frostbite, Avalanche and others.
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
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