Lead Rendering Software Engineer At @EA - @CriterionGames, ex @Unity3d, ex @UbisoftMTL All expressed opinions are my own
Team lead in the video game industry, in my spare time : saxophonist/composer, chess patzer, pixelart lover. All expressed opinions are my own.
Hobby game dev, making retro style games: mattiasgustavsson.itch.io and public domain C libs: github.com/mattiasgustavsson
I write about things at mattiasgustavsson.com
Feel free to DM me about anything
UI Design & Development, aspiring 3d web developer
Game Programmer / Graphics enthusiast. Currently working at HoYoverse. Ex Square Enix Montreal, Ubisoft Montreal, THQ Studio Australia. Worked on Megamind HD, Splinter Cell: Blacklist, Watchdogs, Rainbow Six: Siege, Far Cry 5.
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
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
Sega Dreamcast developer on a quest to correct the timeline of video gaming history. Working on the modern, open-source indie DC SDK and library OS, KallistiOS.
Senior character TD @ Naughty Dog.
Focused on ML applied on character rigging and animation
Founder of Shapurr, a node-based 3D modeling software for the web
https://shapurr.com/
LiquiGen lead at JangaFX. I try to keep both my velocity fields and my warps divergence-free. I also love real-time graphics.
Founder & CTO at Tellusim
Senior Rendering Engineer on Frostbite and (very)amateur photographer
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
Math & Art Videos.
* https://youtube.com/Inigo_Quilez
* https://iquilezles.org
Created Shadertoy, Pixar's Wondermoss, Quill, and more.
Animator/ Artist / Videogame Developer / Principal Animator @Robot Entertainment / Orcs Must Die! Deathtrap / Ratchet and Clank series from Insomniac Games / @odd_monster_art on Instagram / Personal website: www.odd-monster.com
Principal Engineer - Microsoft ATG
✨ Weird CAD and graphics research
⚙️ Embedded software and Rust
🌎 Cambridge, MA
🏠 mattkeeter.com
Working on rendering for the Bevy game engine.
Long form blog at https://jms55.github.io.
computer security person. former helpdesk
R&D Rendering Engineer - Snowdrop 3D Programmer @ Ubisoft
Ex game dev and GPU philosopher.
Creating beautiful things and building them well. Into modernism, Memphis Milano; Miami Vice Super Fan.
Programming asks you to take your dreams and shatter them into little pieces so that other programmers can call methods on them
Used to be a game developer.
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/
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.
FREE network for 1300+ game makers in the North of England Apply to join on https://discord.com/invite/y52sj4yMGn or on Facebook - managed by @gamerepublic.bsky.social
I helped make Moon, Source Code, Warcraft, Mute and just finished making ROGUE TROOPER, out in 2026!
Also made the graphic novel MADI and the kids Stenton & Zowie.
People ask me to draw pictures on Microsoft Paint and sometimes I do
Working @ Epic Games Tools (RAD) on the RAD Debugger. Opinions my own.
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/
Mostly graphics and systems programming. Previously id Software and Crytek.
past dreamland, second left
London based video games artist and stay at home dad mostly posting about my photogrammetry heritage hobby.
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
(mastodon: @i3d@mastodon.acm.org)
https://i3dsymposium.org
Senior Director, Central Technology at Bungie. Miikhaal, raveler of enigmas. My opinion is mine alone. He/Him
Notch (www.notch.one) is the graphics creation tool for interactive performance, real-time rendering and high-quality video – all in one. For all screens and stages.
senior principal rendering engineer @ PlayStation
#NoMansSky Engine Programmer. Owner of #TrickyPixels who re-mastered #JourneyPS4. Platform lead on #ProjectCars and EA’s Harry Potter games. BAFTA member
Principal Engineer @ Epic Games. Worked on Fortnite, Destiny, Escape Plan, Fat Princess, MAG, and SOCOM. I used to run The Realm.
The Forge Interactive, Inc. is a think-tank for advanced real-time graphics, specializing in custom game engines, rendering solutions, and offering expert game engine consulting and programming services.
🌐: theforge.dev/
⭐️: github.com/ConfettiFX
Founder, game maker, shader code baker.
Project Technical Director at Creative Assembly working on a sequel to Alien: Isolation.
Prev. Games: The Quarry, Halo Wars 2, Alien: Isolation, DiRT series.
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.
Co-founder at Elemental Games.
Previously: Epic Games, Avalanche Studios, AMD.
Principal engineer doing graphics on F1 at EA/Codemasters
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
Software Engineer. Shipped a bunch of video games. Currently working in VR research land.
Blog: https://www.forrestthewoods.com/blog/
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
Charting the state of the art in gaming tech | Please consider supporting our Patreon: http://bit.ly/39jltgA | Commercial enquiries: business@digitalfoundry.net
Programmer, mostly graphics, he/him
Recently, single-source file FBX importer: https://ufbx.github.io/
Obsessed with the movment of water (and physics in graphics as a whole), computers, GPU architectures and too much more! Programmer @JangaFX
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Animation programmer. Timi, Cloud Chamber, Ubisoft. Came up with motion matching. Walk randomly.
Omniverse Kit XR SWE Manager @ NVIDIA. Previously at Apple, Gameloft, AWS Lumberyard, Microsoft, MPC, Animal Logic, Dr D Studios, Team Bondi, Quantic Dream and Cryo Interactive. Views are my own.
Official account for Babylon.js, the powerful, beautiful, simple, open-source web rendering engine.
Website: www.babylonjs.com
Forum: forum.babylonjs.com
Wanderer, day dreamer, wine and summertime. Art Directin’ @ Blizzard Entertainment. Opinions mine
Founder of Molecular Matters • C++ & low-level programming • Created Live++ (@liveplusplus.bsky.social)
https://liveplusplus.tech
Software engineering leader in gaming and graphics. Formerly Intel, AMD, Qualcomm. Co-founder of GameDev.net. Published author.
Technical Art Director @ Spliced Inc.
Ex. PlayStation London Studio
https://answer.cc
This might be game audio lead stuff, guitar stuff, neon sign stuff, outdoor stuff, or bad takes from a depressive realist with barely serviceable people skills and a tenuous grasp on world events and pop culture who thinks he’s funny stuff. We’ll see.
Self taught Graphic Designer/ Digital Artist | Concept/ Content Creator | Gamer | Marvel/DC | He/Him | #RRconceptual
Adv. Sr. Audio Designer @ Insomniac Games / PlayStation Studios on Marvel’s Spider-Man: Miles Morales, Spider-Man 2. Part time virtual photographer
Personal opinions on gamedev, tech, and (sigh) politics. Skepticism. Science. Snark. Author (RTCD). Ex-Activision, ex-Sony, ex-Neversoft, ex-uni lecturer.
Prinicpal Game Designer @ https://Board.fun
Formerly of WB Games, Sony, Blizzard, Insomniac
https://jakeson.es
✨️Lighting Artist @ Insomniac Games!✨️
🏞Alumni and Adjunct Professor at Champlain College🏞
Engineer, Insomniac Games
Previously: OtherSide Entertainment, Harmonix Music Systems, Iron Lore Entertainment, Stainless Steel Studios
Full time game dev, part time backyard BBQ chef.
Principal Artist @ Theorycraft Games, co-founder of CreatureBox, weekend monster wrangler.
https://www.daveguertin.com
🛒: https://creaturebox.bigcartel.com
We're the #gamedev home for AMD FSR™, Radeon™ Developer Tool Suite, VMA, AMF, & many more + developer docs.
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.
Programming: computerenhance.com
Comics: meowtheinfinite.com
Photography (https://curious-creature.com), Blog (https://romainguy.dev). In the past: Engineering Director, Android Toolkit team at Google.
I created Box2D. I enjoy all kinds of programming, but specialize in physics and animation. I work in Unreal for my day job (like everyone else). C/C++ and whatever Claude spits out for me. https://box2d.org/
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
I write, draw, and make music. Also computer and math stuff. Seeker of wisdom, creativity, kindness, and roasted garlic 🏳️🌈 🇨🇦
Blender is the Free and Open Source 3D creation suite.
Free to use for any purpose, forever. ❤️ Now on bluesky!
Advanced CG Resources
https://entagma.com
Also on:
Instagram: @therealEntagma
X: @entagma
Tiktok: @entagma7
Since 1998 Polycount has been a community & resource for professional, hobbyist, and aspiring video game artists. www.polycount.com
Support Us! https://patreon.com/polycount
He/Him, Husband, Dad
Bipolar, perpetually angry, consistently corny, will not play chess with pigeons
Combat Designer, former QA at Insomniac Games
Previously seen on: Respawn, Naughty Dog, Activision
Sr Tech Artist @ Santa Monica Studio. Prev: Brass Lion Entertainment, Insomniac Games 💜 they/them
Graphics Programmer @ Guerrilla Games
Clever words and informative blurb here.
Game dev and enthusiast for almost more decades than I've been alive.
Consumer, frequent enjoyer, and occasional source of varied and sundry media.
Former anger elemental, but presently too exhausted.
Ex-SIE R&D West SDK Game Tech: PhyreEngine, SDK, Sharing VR. Father, Programmer, Player. My views! Also @dickyjim@mastodon.gamedev.place
Publisher of books on videogames and worldbuilding est. 2012
https://readonlymemory.com
Project Director of Marvel's Spider-Man 2
Previous Work: Battlefield, God of War, Call of Duty & more!
Advanced Engine programmer at Insomniac Games, LAFC season ticket holder, ex-pat living in SoCal
Art Director - Insomniac Games
Game developer enjoying life in Kelowna, British Columbia, Canada.
Known for helping bring about Threewave Capture the Flag for Quake 1/2/3, Metroid Prime, Left 4 Dead, Dota 2 and World of Warcraft Classic.
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.
Over 35 years in the games business ; former Domark, Psygnosis, Philips, Microprose, Universal, THQ, Digital Extremes. Now consulting, advising and developing IP.
Metroid Prime 1 and 2 Technical Lead Engineer, MP3 Principal Technology Engineer, formerly Founder and Technical Director Armature Studio, Principal Engineer at Bluepoint Games.
Head of Technology at Insomniac Games, a PlayStation studio, developers of Ratchet & Clank and the Marvel's Spider-Man series. Formerly at Harmonix.
http://mikefitz.me