Also Known As
- Michael Acton
|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)|
|Ratchet & Clank: Into the Nexus (2013)||(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)|
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