User review spotlight: Carmageddon (DOS). Released in 1997.

Rob Wyatt

Game Credits

Design

Ratchet & Clank: Up Your Arsenal (2004)   (Insomniac Games, Inc.)
 

Programming/Engineering

God of War Collection (2009)   (Programming)
Ratchet & Clank Future: Tools of Destruction (2007)   (ICE Team)
Warhawk (2007)   (ICE TEAM)
Resistance: Fall of Man (2006)   (Insomniac Games)
Enter the Matrix (2003)   (Programming Team )
Ratchet & Clank: Going Commando (2003)   (Developed by Insomniac Games)
Trespasser: Jurassic Park (1998)   (Programmers)
Captain Quazar (1996)   (Programmer)
SimCity 2000 (1993)   (Converted by)
Simon the Sorcerer (1993)   (Converted to the Archimedes by)
 

Audio

Trespasser: Jurassic Park (1998)   (Audio Programming)
 

Thanks

Ratchet & Clank: Full Frontal Assault (2012)   (Special Thanks)
Ratchet & Clank: All 4 One (2011)   (Special Thanks)
Resistance 3 (2011)   (Special Thanks)
Ratchet & Clank Future: A Crack in Time (2009)   (Special Thanks)
Ratchet & Clank Future: Quest for Booty (2008)   (Special Thanks to many former Insomniascs and other friends who contributed to the game...)
Resistance 2 (2008)   (Special Thanks to many former Insomniacs and other friends who contributed to the game)
God of War II (2007)   (We would also like to thank)
Resistance: Fall of Man (2006)   (Special thanks to the ICE team)
God of War (2005)   (Special Thanks)
Clive Barker's Undying (2001)  
 

Other

Ratchet & Clank Future: Tools of Destruction (2007)   (Created And Developed By)
Ratchet: Deadlocked (2005)   (Staff)
 


Developer Biography

Rob Wyatt is an independent contractor who specializes in 3D rendering, 3D hardware and system level code. He moved to the US in 1994 to work on rendering systems at Dreamworks SKG and from there went to Microsoft where he worked on Windows 2000, the kernel components of DirectX 7 and 8 and ultimately went on to be one of the founding members of the Xbox team.

Rob was one of leading members of the system architecture group. Since leaving Microsoft he has worked in Japan on early PlayStation 3 prototypes and was a member of the Sony ICE team.

Since 2006 he has been an independent contractor but has was worked at or with Insomniac games since 2002. While at Insomniac he worked on the engine architecture for all the PlayStation 2 and PlayStation 3 games.

Last updated: Jan 28, 2010