Principal Game Programmer at Naughty Dog from Taiwan.
Math. Physics. Graphics. AI. Bunnies 🐰
Gamedev Blog: http://blog.allenchou.net
Discord: http://discord.gg/MEGuEFU
MudBun: https://longbunnylabs.com/mudbun/
Two decades of mobile development, game engines and computer graphics 🤐 Code, design, graphics and entrepreneurship.
3D rendering and TBDR GPU nerd.
Graphics programming at Supermassive Games. Previously Unity and Feral Interactive
3D graphics : web + mobile : threejs
Apple
cpu, gpu @sketchfab @fab @epicgames
Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs
Only cpu/gpu/dev/gamdev/vfx content
Graphics/Rendering
https://www.andrewmac.ca/
Senior Rendering Engineer @ Epic Games. Former Striking Distance Studios (The Callisto Protocol), Avalanche Studios.
Author of GPU Reshape!
Senior systems programmer at @doublefine.com. Helped make Keeper, Psychonauts 2, Rhombus of Ruin, and Day of the Tentacle Remastered. I like taking pictures of space. Avatar by @michaelfirman.bsky.social.
Senior principal graphics programmer at Guerrilla
Lead engine programmer @ Wildlight Entertainment. Graphics programming and compilers
Graphics coder at 🍎by day, imposter electronic musician and artist by night
I like to make things go fast (or go brrr)
Principal Graphics Programmer at Bit Reactor. Previously Deviation, Hi-Rez, Sucker Punch, Tripwire, CCP
Rendering at IOI, previously at Unity
21 | Engine Programmer @ Asobo Studio
I write a lot of C++ and Rust
GPU driver development team coordinator at @igalia. Linux Foundation Europe Advisory Board member. Follow me at https://mastodon.social/@samuelig
XR/Graphics @ NVIDIA Omniverse. Views are my own. He/him 🏳️🌈
Game Developer working on a to-be-announced game for Meta Quest 2/Pro/3/3s
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 / Game Developer 🏳️🌈
20 year real-time graphics pixel peeker; currently working in video games.
PIX dev lead, DirectX @ Microsoft
Rendering Engineer at Eagle Dynamics. Opinions are my own.
We're the #gamedev home for AMD FSR™, Radeon™ Developer Tool Suite, VMA, AMF, & many more + developer docs.
Graphics Software Engineer. Currently at Plastic, previously at AMD, Intel, Microsoft, gamedev, television... Developer of VMA, D3D12MA, D3d12info projects.
Senior Graphics Programmer @ Behaviour Interactive
previously @ Gameloft
he/him
<3 graphics/physics/math/comics
turbo-nerd
Senior Rendering Engineer WetaFx
Prev Unity, Graphine, Buas
It’s Ryan from Twitter! Former Epic Games Engineering Fellow, now an intern at Gradientspace Corp (gradientspace.com). Invented Modeling Mode, Geometry Script, Autodesk Meshmixer, some other stuff. PhD in Computer Shapes. Also mastodon.gamedev.place/@rms80
Superluminal (superluminal.eu) is a user-friendly CPU sampling profiler for C/C++, Rust & .NET on Windows, Xbox One, Xbox Series X, PlayStation 4, and PlayStation 5.
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
Building something great. (Clichés always free!) Formerly: Unity, Mozilla
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/
Retro computer and 3D hardware enthusiast, host and creator of the PixelPipes YouTube channel. Follow me to relive the glory days of 3D graphics! (He/Him)
https://www.youtube.com/@PixelPipes
Chair Raving Graphics Programmer
loopit.dk/publications
shadertoy.com/user/hornet
Graphics/Game engine dev. Previously Neuroscience @ Johns Hopkins. Building interactive physics-driven experiences for brain health and neuro patient care. https://neuroanimation.com/
Lead Programmer on Red Dead Redemption for PC/Switch/PS4 @ Double Eleven. Also creator of Tanglewood for SEGA Genesis. Graphics programming, game engine architecture, optimisation. Ex-Crytek/TT Games.
Previously Engine/Rendering Tech @idSoftware
interested in: C++/OpenGL/Vulkan/GPUs/Voxels/SDFs/Pathtracing/Photography/CpE/Electronics
Co-organizer of Graphics Programming Virtual Meetup
Project writeups, blog posts:
https://jbaker.graphics/index.html
Senior Engine Programmer @rockstargames.com | Previously: @splash-damage.bsky.social and @mountandblade.taleworlds.com
Engineer @ Figma - prev game and engine dev @ King and Defold
Game developer at @unity.com. Prev: Facebook Horizon, Oculus, Funomena , Call of Duty, ShadowPhysics
He/Him
Senior Software Engineer @ PixelAnt Games. Love shaders, optimisation and software architecture. Playing music and sketching in free time.
Rendering Engineer, 12years. Taking a break
Past work: id Software, Raven, and Ready At Dawn & Sanzaru @ Meta.
Games: DOOM, Call of Duty, VR
Madison, Wisconsin
http://github.com/tgriebel/
Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.
🇨🇵 French programming dork stumbling into computer graphics, currently VR/AR engineer.
Look at my cool site https://miolith.com/
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
Senior Render Engineer @IOInteractive 🎮
Glacier ❄ | 007 First Light | Project Fantasy
prev @Ubisoft
📍 Seattle. 3D rendering at Adobe; formerly at 343i, Sucker Punch, NVIDIA. Math & coding blog writer, sometime musician, sci-fi & physics nerd, cat dad, coffeeholic.
Principal Systems Engineer. C++ Engine/Rendering nerd and UE5 enthusiast. Visual Assist MVP, Women in Games Ambassador. Climber and Alpinist trying to get back into shape
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.
Simulation and rendering nerd. Co-founder and CTO @JangaFX
Working on EmberGen and more.
Discord: vassvik @vassvik@mastodon.gamedev.place
Graphics Programming @ Xbox
Independent. Previously: TF@Roblox
meshoptimizer, pugixml, volk, calm, niagara, qgrep, Luau
https://github.com/zeux
https://zeux.io
Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.
Graphics Programmer, CEO at The Forge Interactive
https://theforge.dev/
https://github.com/ConfettiFX/The-Forge
Game AI Researcher & ML/VR/AR Dev | Interested in computer graphics & procedural content generation. He/him. 🇺🇸🇫🇷🇧🇷🇯🇵
adrianogil.github.io
Lead graphics programmer at Playground Games. Passionate about great games and great graphics. Opinions and comments are my own.
Chaotic neutral software engineer. I like buttons and pixels. For information in Dutch please press 5. Star{Craft,gate,Wars,Trek,ry Night}
Co-founder at Elemental Games.
Previously: Epic Games, Avalanche Studios, AMD.
Graphics Programmer. Recently did a lot of volumetric and VDB rendering.
Senior Engine Programmer.
Fulltime indie. 🎮
#gamedev
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
🇧🇷 Computer Scientist and Software Architect, Java/Go enthusiast, user & admirer of all things Apple. Passionate about PC hardware, consoles, gaming, art, and Anthroposophy. ✝️
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.
Random nobody, likes VR, computer graphics, anime, gaming, game preservation, retro tech, and technology discussion
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest.
📍 Turku, Finland
🔗 https://runevision.com
https://www.youtube.com/c/runevision
https://mastodon.gamedev.place/@runevision
Graphics programming, research, dataviz + art
🌷 currently building 3D modeling tools in rust
https://kwats.github.io
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.
Tools Software Engineer at EA Sport. Former Rockstar Games (Expressed opinions are my own and not that of my employer) 🇻🇪
If you were followed by this account it means you’re included in the GPU / Rendering List: https://bsky.app/profile/did:plc:eh32b5rpgj3mirsy6cp4tyea/lists/3lbecmqh5ja2m
Please consider pinning the list.
Maintained by @gfxnico.bsky.social
Rendering, game engines, scalability, gratuitous over-engineering || 💼 Avatar Perf & Visuals @ Meta || ⌛ Skyrim, Vampire Bloodlines, Warhammer Online || 🌃 Tiny retro/indie toys in 🦀 || 👫 shannonin3d.bsky.social (Slang/Vulkan/WebGPU/Khronos)
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Owner of Epona Labs. Demoscene as The Watcher^TUHB. The best experiments go *boom*.
outerport.com (yc s24)
former research scientist @ nvidia
systems, ml, graphics, llms, and data
personal web: tovacinni.github.io
2D vector graphics rendering engines R&D @ www.mazatech.com
👉 Atheist • Europeist • Nerd
#computational #geometry • #graphics #algorithms • #OpenVG • #SVG • #generative #AI • #demoscene • #retrocomputing • #boardgames • #18XX • #scifi
From Italy 🇮🇹
Lead Rendering Programmer at Epic Games for Sketchfab / Fab
Gaming / Role Playing
DevTech at AMD. All opinions are my own and do not reflect that of my employer. In Canada
Oregonian, Chemistry Instructor at Oregon State University, Photographer, Embroiderer, Occasional Adventurer, Book Nerd. Undergrad Oregon State (with a side quest to Lincoln University NZ), PhD MIT, Post Doc Mass General. Opinions mine.
Lead Rendering Engineer, Materials and Shading at the Lucasfilm Advanced Development Group. Former graphics lead at Double Fine Productions. Music nerd.
Personal. https://benhouston3d.com Serial Entrepreneur. Founder: https://MyCoder.ai (agentic coder), https://Threekit.com (3D for eCommerce), http://Clara.io (online 3D editor), Exocortex, and Frantic Films Software.
Retired computer graphics researcher
Grandparent
Musical tinkerer
Pen plotter enthusiast
@TomDuff.mastodon.social
Rendering Engineer at Autodesk.
Dad, geek, head of engineering at ynput.io, ex Ex-Machina / Mikros / Framestore / DNEG / Pixar RenderMan / Unity WetaTools. VES member. Open-source advocate.
real-time graphics, smooth surfaces, tools for filmmakers, virtual and augmented realities, other musical instruments, often baking pies.
Rolled my desk over to Valve. Past: Unity ML Artistry, Xoogler, TiltBrush. Pixar GPU team: Hydra, OpenSubdiv, and OpenUSD. Closet demoscener. 日本語はまだまだ。
🎮 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
Associate professor leading EPFL's Realistic Graphics Lab. My research involves inverse graphics, material appearance modeling and physically based rendering
Staff Software Engineer @DisneyStudios - Research and Innovation // pursuer of strange realities, art, shiny things // he/him ☿
Principal Graphics Programmer
Rendering, PBR, ProcGen (Houdini, Blender), Tools, Optimisation, Photography, UE5, camera lens simulation
Rust, C++, C#, Python
Author of "Physically Based Shader Development for Unity 2017", Apress
Former director of Substance Modeler, Adobe Medium, games and film vfx.
Computer graphics, systems programming, general methods.
Working on robotics and AI at a startup in Copenhagen. Formerly Unity, Playdead, NVIDIA, Microsoft.
apoorvaj.io
📍Copenhagen
Decades in video games, still not in witness protection.
Programmer | Now: Fortnite @ Epic Games | Then: Ripstone, Niine Games, Deep Red, Argonaut, Gremlin, Sony Playstation, Vectordean.