Open source 2D raster & vector editor that melds traditional layers & tools with a modern node-based procedural workflow. #MadeWithGraphite
Website: https://graphite.art
C/Go/WASM consultant living in Vancouver, Canada, building the tools and core tech that make your multiplayer project better. Doom, guitars, code, biz.
https://www.michaellabbe.com
Principal Pipeline Programmer @ Epic Games
Game Designer @ Demerara, Game Dev PhD Professor @ IFRN, Community Organizer @ PONG. JRPG/Anime/Mecha fan :D
https://github.com/janfrl
Invested in development and maintenance of Open Source | Science | Data.
mriduls.com
Science Editor / Wissenschaftsredakteur @fraunhoferisi.bsky.social (Account hier aber privat)
Hier, um die neue Plattform zu testen.
Interessiert an Austausch zu: Energiewende, Klimawandel, Wirtschaft, Digitalisierung, Verkehrswende, WissKomm
Tech Artist at SONKA, working on Holstin!
I like and talk about: gamedev, graphics programming, tech art, procedural generation, shaders, blender, art in general.
Building Astral: Ruff, uv, and other high-performance Python tools, written in Rust.
Constantly looking for simple ways to explain complex things…
Here you'll find:
• Python
• Narrative Technical Writing
• Track & Field Athletics
Links in the pinned post below
stephengruppetta.com
Research: 🧪 vision color contrast readability accessibility
Develop: APCA, SACAM
Orgs: IRT Founder,W3C Invited Expert
Write: IRT Readability Criterion, WCAG3 Co-Author
IRT: readtech.org
APCA: apcacontrast.com
ColorSim: myndex.com/CVD/
Blog: TangledWeb.xyz
Onset 3D Scanning, Hardware, Software development and Environment Artist for Games and VFX
CPython Developer in Residence, Python 3.8 and 3.9 release manager. Gradual typing enthusiast, asynchronous programming proponent, creator of the auto-formatter Black.
He produces electronic music, which includes software and hardware of his own making.
Working @ Epic Games Tools (RAD) on the RAD Debugger. Opinions my own.
Software Engineering Manager at Vision Pro - Personas. Computer Graphics, Scifi and Videogames.
https://reality3d.substack.com
I think therefore thought; a photo always lies; color is in the mind of the beholder; ut unum sint
🐘 @phil@mastodon.social
Senior Colorist with Red Bull Media, Workflow Architect, VFX guy, tutor & self-proclaimed nerdy Jack of all Trades. CSI member; PVA certified. He/his.
Dad, geek, head of engineering at ynput.io, ex Ex-Machina / Mikros / Framestore / DNEG / Pixar RenderMan / Unity WetaTools. VES member. Open-source advocate.
Free software for creating experiments for psychology, neuroscience, economics and more. psychopy.org
Supported by opensciencetools.org and The University of Nottingham.
Host your study online using Pavlovia.org.
Just a guy, standing in front of a computer, asking it to do something useful.
Neuroscientist, creator of PsychoPy @psychopy.org
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
Creative engineer. My jam is graphics, EdTech, nature and people! Humanist. b/human
Specialist in Graphics Programming, talk to me about WebGL, WebGPU and Unity!
DMs open but slow replies because I check manually!
Lighting technology supervisor at Netflix Animation Studios (nee: Animal Logic), father of three, reader of things.
Gfx coder and chip designer. He/him/3Dlabs/Muckyfoot/RAD/Valve/Oculus/Intel/Rec Room/Riot.
mastodon.gamedev.place/web/@TomF
Multi-language interactive computing environments. Jupyter Notebook, JupyterLab and related projects – @mentions not monitored. Open issues on GitHub.
Engineering Fellow at Epic Game. I love games, graphics and lighting.
https://knarkowicz.wordpress.com
Space. And colors. I make pixels shine at Unity Technologies. Views expressed are my own.
Principal rendering engineer at Frostbite.
These views are my own.
Lead Rendering Engineer, Materials and Shading at the Lucasfilm Advanced Development Group. Former graphics lead at Double Fine Productions. Music nerd.
Programmer at Pacific Light & Hologram
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
Morgan McGuire - Gone Sailing! Now on the Salish Sea.
Known for Roblox, NVIDIA, Pasteur Labs, Graphics Codex, Markdeep, G3D, Skylanders, E Ink, Titan Quest, Vicarious Visions, Unity, Activision, Williams, Waterloo, Quadplay, Computer Graphics
Workflow Consultant, colour pipelines, VFX, ACES
www.antlerpost.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.
• Creator of Radical Pie equation editor, Slug Library, C4 Engine
• Math / gamedev author
• Geometric algebra researcher
• Former Naughty Dog, Apple, Sierra
On a mission to make software development a more productive and enjoyable experience. Make it happen. With Code.
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
2010年に石川県に引越してきた元関東人。色彩工学勉強中。HDR Videoのこと分かります。アニメが好きですが最近は Vtuber ばかり見ています。Dance Dance Revolution もやります。ここに書いてあるのは、どこの組織も代表しない個人的な意見です。
French pixel tinkerer | software developer | vfx artist
> Website: https://liamcollod.xyz
> Inactive here, check my mastodon https://mastodon.gamedev.place/@liamcollod <
Principle Engineer at Autodesk. Mostly working with photons, electrons, human visual system and their interactions with each other. 🫖
San Francisco Bay Area, CA
Senior Mobile Platform Engineer @Epic Games
Previously Graphics Tech Director @NMGames, Sr. Graphics Eng at Samsung R&D
VFX Artist | Amateur Street Photographer and Musician | Atheist
Software dev (FP, mainly Scala)
Ex-theo chemist (light-matter interactions)
Pour le service en Français, appuyez sur le 1.
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
Eclectic mathematician, irritable geek, boring homosexual, procrastinator extraordinaire, overworked dilettante and full-time human being. I post in fr&en.
Senior Rendering Programmer at Sony Santa Monica Studio
📷 http://instagram.com/jendrikillner/
📑 https://www.jendrikillner.com
Rendering Engineer at Disney Animation working on Disney's Hyperion Renderer. Previously at Pixar, Dreamworks, Cornell, Penn. Views here are my own.
https://www.yiningkarlli.com
https://mastodon.gamedev.place/@yiningkarlli
Senior Lighting Artist @ Rockstar Games.
Opinions are my own.
Working on RenderDoc (https://github.com/baldurk/renderdoc) a PC graphics debugger.
Senior Technical Artists, Epic Games
Researcher in computational physics,,
Scientific director of Program Inria Quadrant
2018-2022 director of Inria Nancy G-Est,
ERC GOODSHAPE-VORPALINE,
#riscv ambassador
Aussie in London. FilmLight Director, Baselight developer and LFC fan
www.filmlight.ltd.uk
Game Dev based in 🇬🇧, Brighton
Engineering + Unreal + Planes + YouTube + Motorcycles
Currently: Running hiddenstate.games
Prev: S. Eng Manager 2 @ Zynga / Take2, Just a Pixel co-founder, Brighton Game Collective
Creator of Flask • earendil.com ♥︎ writing and giving talks • Excited about AI • Husband and father of three • Inhabits Vienna; Liberal Spirit • “more nuanced in person” • More AI content on https://x.com/mitsuhiko
More stuff: https://ronacher.eu/
Passionate about gamedev technologies. I create things. Created raylib, raygui, rres and many other tools/libs at raylibtech. FOSS at: http://github.com/raysan5
Senior Software Engineer, Developer Relations at Epic Games.
Former Lead Programmer on #Returnal for #PS5 @Housemarque.
https://ari.games for my presentations!
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
Data Visualization. Ex-Planet & NASA Earth Observatory. Blue Marble, Earth at Night, color, cartography, occasionally skewed views of Earth. Looking for a job.
Generalist Unreal Engine Dev @ PortalOne - Mostly posting about dev. in Unreal - GameDev tools and tutorials: https://minifloppy.it
Principal Technical Artist on the Developer Relations Team for Unreal Engine. Generally handle Australia, New Zealand and South East Asia with Epic Games but sometimes you'll find me elsewhere. Have a tendency to rant.
Pushing voxel technology forward at Voxel Plugin using Unreal Engine
You can DM me on discord @ phyronnaz
My blog: https://victorcareil.com/
Lead Gameplay Programmer for Lords of the Fallen at Hexworks • I will teach you Unreal Engine • Gameplay Ability System expert, opinions are my own
core tech lead @ bulkhead
makin’ games n stuff
Senior Technical Product Manager - #Sequencer and #IKRetargeting for @unrealengine.bsky.social | he/him | Nerd on Flags, Animation, and Rhythm Games | Opinions are my own.
Director @ Duck Shake Games
ex Tech Art R&D @ Epic Games
LEGO, Fortnite, Matrix Awakens, Unreal Engine 4 & 5
- Tech art and chill with us http://discord.gg/gRwaywC
🏠 London 🕸 https://Asher.GG
Lead Technical Artist @ Amber Studio
Following gamedev folks here until Twitter goes down.
math & software by nschloe & friends
Author of Sigma, quadpy, pacopy, orthopy, MeshPro, meshio, meshplex, optimesh, pygmsh and many more