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Brieuc Swales

@brieucswales.bsky.social
30 followers 86 following 8 posts

🏢 Solo game developer at Invisible Ink Studios. 💼 Currently working as a contractor on Tako no Himitsu. 🌐 brieucswales.com

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Reposted by Brieuc Swales
Amélie Heinrich @dispatchgraph.bsky.social · 10/08/2026
I am looking for full-time work starting October. I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits. DMs open. RTs appreciated!
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Sebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025
My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
sebastianaaltonen.com
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
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Thinky Games @thinkygames.com · 30/11/2025
In case you missed the talks from ThinkyCon, all 35 of them are up on YouTube!
thinkygames.com
All 35 talks from ThinkyCon 2025 are now available to watch on YouTube · Thinky Games
In case you missed any of our 2nd annual online convention centered around the making of the games we love so much, every presentation from ThinkyCon 2025 has now been uploaded to our YouTube channel so you can pick and choose what to watch whenever you like.
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Guillaume Boissé @gboisse.bsky.social · 05/11/2025
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
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Bruce "86 47" Dawson @randomascii.bsky.social · 22/10/2025
A retrospective of my tech career - a work-focused autobiography, basically - feels a bit vain, but I'm hopeful that it is interesting or useful enough to justify that. If nothing else writing it up forced me to try to remember what actually happened. randomascii.wordpress.com/2025/10/22/r...
randomascii.wordpress.com
Reflections on My Tech Career – Part 1
I’ve been lucky enough to have had a successful career as a software developer. Spanning six companies and thirty-seven years I’ve had the opportunity to work on Elastic Reality, Xbox, Windows, Ste…
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Pablo Zurita @pzurita.bsky.social · 15/10/2025
I finally found the time and energy to make a new blog and write a couple of posts. This time I wrote about PBR content and game development principles. Both posts are quite different so hopefully people find something interesting on either one of them. irradiance.ca/posts/
irradiance.ca
Posts
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Jimmy Maher @digiantiquarian.bsky.social · 19/09/2025
This week on The Digital Antiquarian: Outcast www.filfre.net/2025/09/outc...
filfre.net
» Outcast The Digital Antiquarian
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mjp @mjp123.bsky.social · 08/09/2025
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code. (And yes it's really been 10 years 👴). therealmjp.github.io/posts/ten-ye...
therealmjp.github.io
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
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SniperJake945 @tearsofjake.bsky.social · 29/07/2025
New at #SIGGRAPH2025: Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions. Find the paper and implementations here: github.com/jakericedesi...
Anisotropic perlin noise on Suzanne
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Stephen Hill @selfshadow.com · 10/08/2025
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow: blog.selfshadow.com/publications...
blog.selfshadow.com
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
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Brieuc Swales @brieucswales.bsky.social · 09/08/2025
Beware the Cobra that slithers behind the waterfalls… 🐍 A glimpse at one of the deadly bosses awaiting you in Himitsu. (Work in progress) #ScreenshotSaturday #gamedev
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Kostas Anagnostou @kostasanagnostou.bsky.social · 31/07/2025
Worth watching presentation, also provides some background info on how ReSTIR came to be and where it is heading: "ReSTIR: Traveling the Path of Reuse" www.youtube.com/watch?v=MRg9...
youtube.com
I3D 2025 Chris Wyman's Keynote "ReSTIR: Traveling the Path of Reuse"
YouTube video by I3D Symposium
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Brieuc Swales @brieucswales.bsky.social · 31/07/2025
Great article by @c0de517e.bsky.social about reverse-engineering MeshBlend !
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Gil Damoiseaux @gaxil.bsky.social · 28/07/2025
Finally, I'm proud to announce that #Illugen 1.0 is available. If you need to generate assets for special effects, this is the tool for you : Spritesheets, noises, caustics, masks, meshes(including pivot baking) ... and much more to come. jangafx.com/software/ill... #realtimevfx #techart
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Brieuc Swales @brieucswales.bsky.social · 16/07/2025
Great article about a genre of games I love! A blend of puzzle design and Metroidvania-style non-linearity, where understanding the game's world and rules is the key to progress.
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Brieuc Swales @brieucswales.bsky.social · 05/07/2025
Sneaking past guards just got harder 👀 I'm working on the infiltration system for Tako no Himitsu, an upcoming 2D JRPG by @deneosproduction.com. Guards have dynamic behaviors, visible through our debug overlay. #ScreenshotSaturday #indiedev #gamedev
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Ignacio Castano @icastano.bsky.social · 20/02/2025
I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out! www.ludicon.com/castano/blog...
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