Moby Poll: What kind of game collector are you?

Cort Stratton

Game Credits

Design

MLB 08: The Show (2008)   (ICE Team)
 

Programming/Engineering

inFAMOUS: First Light (2014)   (Programmers)
God of War: Ascension (2013)   (Additional Programming Support)
God of War III (2010)   (ICE Team)
inFAMOUS (2009)   (Engineers)
Killzone 2 (2009)   (ICE Team)
Uncharted 2: Among Thieves (2009)   (ICE Team)
Formula 1 Championship Edition (2007)   (ICE Team)
Heavenly Sword (2007)   (ICE Team)
PAIN (2007)   (ICE Team )
Ratchet & Clank Future: Tools of Destruction (2007)   (ICE Team)
Uncharted: Drake's Fortune (2007)   (ICE Team)
Warhawk (2007)   (ICE TEAM)
The Urbz: Sims in the City (2004)   (Software Engineers)
The Sims: Bustin' Out (2003)   (Software Engineers)
 

Quality Assurance

SimCity 4: Rush Hour (2003)   (Play Testers)
 

Technology

God of War: Ascension (2013)   (ICE Team)
The Last of Us (2013)   (Ice Team)
Resogun (2013)   (ICE Team)
PlayStation All-Stars Battle Royale (2012)   (ICE Team)
Killzone 3 (2011)   (ICE Team)
Buzz!: Quiz Player (2010)   (ICE Team)
Heavy Rain (2010)   (ICE Team)
MAG (2010)   (ICE)
 

Thanks

Starhawk (2012)   (Special Thanks)
ModNation Racers (2010)   (The ICE Team)
Mercenaries 2: World in Flames (2008)   (Very special thanks to)
Mercenaries 2: World in Flames (2008)   (Very Special Thanks)
BioShock (2007)   (Special Thanks)
Unreal Tournament III (2007)   (Special Thanks)
Resistance: Fall of Man (2006)   (Special thanks to the ICE team)
Jak X: Combat Racing (2005)   (Special Thanks NDI)
 

Other

Beyond: Two Souls (2013)   (ICE Team)
Uncharted 3: Drake's Deception (2011)   (ICE Team)
Ratchet & Clank Future: A Crack in Time (2009)   (ICE Team)
 


Developer Biography

Cort attended Carnegie Mellon University, receiving a BS in Computer Science in 2001 and a masters degree in Entertainment Technology in 2003. After an internship at Electronic Arts in 2002, he was hired full-time at EA's Maxis studio in 2003. In 2005, he joined a Sony R&D team based at Naughty Dog. He currently develops and maintains low-level graphics systems for Sony consoles (most notably the official graphics API for the PlayStation 4 and PLAYSTATION(R)Edge Geometry, a high-performance SPU-based geometry processing system which is used in dozens of PS3 titles).

Last updated: Jul 17, 2013