Engineering Director @ gravitywell.games • Aussie Goofball and indie dev• Prev Call of Duty dev (MW, WZ, WW2 etc) • Writes engines and physics for fun
Wishlist my Indie Chess game!
https://store.steampowered.com/app/3273750/Chessplus/
AAA independent game development studio working on an unannounced original IP. You can see game concept art at https://gravitywell.games
I try to post a videogame beach with the name of the game everyday, and underwater ones sometimes. And also Fridays are Pool Days!
If you want more info about a game ask! Everybody is welcome here!
Lene She/Her 🏳️⚧️
Making The Free Shepherd at @frameinteractive.com in Burlington, Vermont.
https://thefreeshepherd.com
Queer Illustrator 🍄🌱✨ they/them
linktr.ee/mossroseruiz
Hi! I'm Amit Patel. I explain algorithms and math with interactive web pages (incl. pathfinding, hexagons, procgen maps, voronoi). Wrote Solar Realms Elite; helped w/Barren Realms Elite and Realm of the Mad God. https://www.redblobgames.com/
Solo dev creating Meadowfell, Nimian Legends & Wilderless, a procedurally generated fantasy openworld. Thank you everyone who has shown their support and love ❤️🏳️🌈
NimianLegends.com
Creative studio. Founded by klemen.bsky.social
VFX artist, game developer, dad. Founder of https://bsky.app/profile/tuataragames.com
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
Lead Artist/Developer for Alto’s Adventure & Alto’s Odyssey, founder of Land & Sea, currently working on summerhill.game
Official source of Action Posts from Double Fine Productions, creators of Psychonauts, Brütal Legend, Broken Age, RAD, and Keeper
https://www.doublefine.com
https://doublefine.start.page
Principal Programmer at Valve.
Previous: WB, Ubisoft, Io-Interactive.
Hobby Engine: http://esotericaengine.com
YT: https://youtube.com/@BobbyAnguelov
Game developer @foldedfox.games | Previously: Bad North, Little Nightmares, LittleBigPlanet | He/Him
http://mastodon.gamedev.place/@rtm223
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
Game Designer/Director on COCOON. Also created 140 and THOTH! Former lead gameplay designer at Playdead (LIMBO and Inside!)
carlsengames.com
art director at Geometric Interactive
Rotterdam based • occasionally lost in Copenhagen
https://linktr.ee/joosteggermont
Game Designer for #Besiege
‣ Voxel Artist - Indie Developer - Spiderling Studios
‣ Created assets for NIVALIS, WarVille, and more
‣ My Art: https://artstation.com/abductedbypixel
Developers of Besiege 🛡️
Our Discord: http://Discord.gg/besiege
Wishlist The Broken Beyond: https://store.steampowered.com/app/3639470/Besiege_The_Broken_Beyo
🎮 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
📍 Seattle. 3D rendering at Adobe; formerly at 343i, Sucker Punch, NVIDIA. Math & coding blog writer, sometime musician, sci-fi & physics nerd, cat dad, coffeeholic.
Gfx coder and chip designer. He/him/3Dlabs/Muckyfoot/RAD/Valve/Oculus/Intel/Rec Room/Riot.
mastodon.gamedev.place/web/@TomF
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
Simulation and rendering nerd. Co-founder and CTO @JangaFX
Working on EmberGen and more.
Discord: vassvik @vassvik@mastodon.gamedev.place
Demoscene, Games, Game development, Software Engineering, Sci Fi and movies. That sort of stuff.
Senior developer at Microsoft. Demoscener. Babylon.js core team. Technical Emmy Award winner with Golaem. AFOL. Personal views here!
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/
🏳️🌈 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
Head of Services at tuatara.bsky.social |
Making things look cool with VFX, shaders, tech art and lighting.
🇮🇹(Life Lover/Life surfer) Principal Rendering Engineer @multiplayerdev.Guitarist in RomeInMonochrome.Ex ReadyAtDawn, Codemasters, Avalanche and others. Only personal views here.
Real-time and offline rendering, gamedev, GPU hw
Video Editor + Senior Staff Writer for
Digital Foundry and creator of DF Retro! Open to contract work!
日本語OK
Computer graphics, systems programming, general methods.
Working on robotics and AI at a startup in Copenhagen. Formerly Unity, Playdead, NVIDIA, Microsoft.
apoorvaj.io
📍Copenhagen
Graphics Software Engineer. Currently at Plastic, previously at AMD, Intel, Microsoft, gamedev, television... Developer of VMA, D3D12MA, D3d12info projects.
Independent. Previously: TF@Roblox
meshoptimizer, pugixml, volk, calm, niagara, qgrep, Luau
https://github.com/zeux
https://zeux.io
Graphics Programmer, CEO at The Forge Interactive
https://theforge.dev/
https://github.com/ConfettiFX/The-Forge
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
Senior Graphics Programmer at Remedy Entertainment's Northlight rendering team. I post about real-time computer graphics, GPUs and code optimization. Fantasy and sci-fi book aficionado and anime/manga connoisseur. 日本語OK!
Photography (https://curious-creature.com), Blog (https://romainguy.dev). In the past: Engineering Director, Android Toolkit team at Google.
Tech Lead at Unity Demo Team. Rendering, tech art. Lighting, VFX. Time Ghost, Enemies, The Heretic, Adam
https://twitter.com/robcupisz
Lead graphics programmer @AMD, previously SIE R&D (PlayStation). Opinions are my own. He/they.
🔗 gboisse.github.io
Working on RenderDoc (https://github.com/baldurk/renderdoc) a PC graphics debugger.
Personal opinions on gamedev, tech, and (sigh) politics. Skepticism. Science. Snark. Author (RTCD). Ex-Activision, ex-Sony, ex-Neversoft, ex-uni lecturer.
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/
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
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
Founder of Molecular Matters • C++ & low-level programming • Created Live++ (@liveplusplus.bsky.social)
https://liveplusplus.tech
I work at the pixel factory @ Rockstar Games
All thoughts probably stolen from a book, but I gotta claim them as my own for legal purposes.
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
Associate professor leading EPFL's Realistic Graphics Lab. My research involves inverse graphics, material appearance modeling and physically based rendering
Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics.
https://m4xc.dev/
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.
Love physics simulations and rendering algorithms. Currently work at
ZibraAI as Lead 3D Research Engineer. Discord: misha.m. michaelmoroz.github.io/about/
He/Him - Tech Artist @Okomotive
(my posts are mine tho)
Prev. Tech art @ Jumpship
🚫 Anti-AI/NFT 🚫
Gamedev, Shader and VFX Journeyman; making things pretty with code ✨
🎨: cara.app/harryalisavakis
🔗: halisavakis.carrd.co
🌐 : halisavakis.com
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
Engineering Fellow at Epic Game. I love games, graphics and lighting.
https://knarkowicz.wordpress.com
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
Chair Raving Graphics Programmer
loopit.dk/publications
shadertoy.com/user/hornet
the only good anime pfp acct · http://gpfault.net · http://github.com/nicebyte · http://nice.graphics
synth tinkerer (plinky); nvidia research (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
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
Bearded Code Monkey.
Currently helping make Decima tick at Guerrilla Games.
Previously Engine Tech Wizard at Q-Games. My opinions are my own.
Master swimmer, mountain climber, and stand up coder.
I work on texture processing tools at Ludicon.
Formerly at Roblox, Thekla (The Witness), NVIDIA, OddWorld, Relic, Crytek.
Account of Leonard Ritter (he/him, they/them). Arts, Maths, Metaprogramming & Nonsense; Game Developer at @duangle. paniq in the demoscene. Building Tukan, maintaining Scopes & gently going NowHere.
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
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/
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/
Procedural art nerd, ½ of Pounce Light with @h3r2tic.bsky.social, co-creator of #TinyGlade a diorama doodling game 🏰🌿 s.team/a/2198150 🏳🌈💟
Graphics/Game engine dev. Previously Neuroscience @ Johns Hopkins. Building interactive physics-driven experiences for brain health and neuro patient care. https://neuroanimation.com/
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.
#TinyGlade is a small relaxing diorama builder where you doodle whimsical castles, cozy cottages & romantic ruins.
🐑 http://s.team/a/2198150
💌 https://pouncelight.games/tiny-glade/
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/
Ray Tracing Radical, Turok Technophile, Crysis Cultist, Motion Blur Menace and PC Police Officer for @Digitalfoundry. Wird auch Hermann genannt.
Creative Lead in Realities IO, made Puzzling Places and Superflight
https://ircss.github.io/
Programmer / Game Designer. Closure, The End is Nigh, Bombernauts, The Basement Collection, Succubox, Fracuum, Aether, and more! Current Project: Mewgenics!
tylerglaiel.com
Game dev. Made Bad North and Townscaper.
Creator of the Falconeer,, Bulwark, BAFTA nominated Artist,passionate about games as Art. Honorable Luddite,Chaotic Neutral Designer. Working on Ancient Waves.
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
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
Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
Senior Rendering Programmer at Sony Santa Monica Studio
📷 http://instagram.com/jendrikillner/
📑 https://www.jendrikillner.com
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/
Ray tracing addict. ReSTIR enthusiast. RTXing Jedi Outcast / Academy.
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
official Bluesky account (check username👆)
Bugs, feature requests, feedback: support@bsky.app