Mike Acton

Also Known As

  • Michael Acton

Game Credits


Darkwatch (2005)   (Technical Leads)


God of War III (2010)   (We would also like to thank)
Robert Ludlum's The Bourne Conspiracy (2008)   (Special Thanks)
Twisted Metal III (1998)   (Special Thanks)


Ratchet & Clank (2016)   (Insomniacs)
Song of the Deep (2016)   (Insomniac Games)
Sunset Overdrive (2014)   (Insomniac Games)
Fuse (2013)   (Insomniacs)
Ratchet & Clank: Into the Nexus (2013)   (Insomniacs)
Outernauts (2012)   (Insomniacs)
Ratchet & Clank: Full Frontal Assault (2012)   (Insomniacs)
Ratchet & Clank: All 4 One (2011)   (Insomniacs)
Resistance 3 (2011)   (Insomniacs)
Ratchet & Clank Future: A Crack in Time (2009)   (Insomniac Games Inc.)
Ratchet & Clank Future: Quest for Booty (2008)   (Insomniac Games Inc.)
Resistance 2 (2008)   (Insomniac Games)
Ratchet & Clank Future: Tools of Destruction (2007)   (Created And Developed By)

Developer Biography

Mike Acton is a Senior Architect working on PS3/Cell research at Highmoon Studios (Vivendi-Universal Games). In 2004-2005, Mike was the Lead Special Effects Programmer for Darkwatch at Highmoon Studios (previously Sammy Studios) in Carlsbad, CA. Previously Mike has held Lead Programming, Playstation 2 Engine Development and Research roles with Yuke's in Sakai, Japan, VBlank in San Diego, CA and BlueSky/Titus in San Diego, CA. He worked for Sony Interactive Studios in San Diego, CA in PSX development.

Mike has made regular appearances as a speaker at SCEA develpment conferences and has spoken at GDC. Mike Acton is not a framework-happy C++ programmer. He actually likes C. And assembly. In his spare time he develops hardware on FPGAs in VHDL.

He prefers vi.

Last updated: Jun 03, 2006