|Test Drive Unlimited (2006)||(Technology Group Manager)|
|Blade Kitten (2010)||(Lead Programmer (Melbourne))|
|Star Wars: The Clone Wars - Republic Heroes (2009)||(Engine Lead (Melbourne))|
|Transformers: Revenge of the Fallen (2009)||(Lead Merkury Programmer (Melbourne))|
|Hellboy: The Science of Evil (2008)||(Engine Programmers)|
|Hellboy: The Science of Evil (2008)||(Merkury Engine Programmers)|
|Scene It? Box Office Smash! (2008)||(Project Lead Programmer)|
|Star Wars: The Force Unleashed (2008)||(Melbourne Engine Lead)|
|Viva Piñata: Party Animals (2007)||(Engine Programmers)|
|Grand Prix Challenge (2002)||(TDG MANAGER)|
|Men in Black II: Alien Escape (2002)||(TECHNOLOGY DEVELOPMENT GROUP LEAD)|
|Le Mans 24 Hours (2000)||(TDG Lead)|
|Looney Tunes: Space Race (2000)||(TDG Lead Programmers)|
|GP 500 (1999)||(Network Systems Programmer)|
|Dethkarz (1998)||(Multiplayer Game)|
|KKND2: Krossfire (1998)||(Programming Support)|
|NBA Full Court Press (1996)||(Programming)|
Myles Abbott is the Engine Lead of Krome Studios Melbourne. He started programming way back in 1977 at primary school, but didn't start professionally until after completing his Degree in Digital Technology and Robotics in 1986. In that distant past, he worked with Vision Control International developing facial identification software for law enforcement agencies, shoe latent imaging software for the Victorian Forensic Science Centre, and Conjure a graphic design system.
Starting at Beam Software in 1995, which went on to become Atari Melbourne House, and then became Krome Studios Melbourne, he has worked on a number of game projects including TransFormers, Grand Prix Challenge, Dethkarz, GP 500, Space Race, Le Mans 24 Hours, and Microsoft's NBA Full Court Press, which spans a variety of platforms including PC, Dreamcast, PlayStation 2, Xbox, Xbox 360, PlayStation 3, Wii.
Since 2000 he has been managing a team of Engine programmers developing a variety of Core Technology systems.
Last updated: Aug 17, 2010