Also Known As
- Acorn Pooley
|007: Everything or Nothing (2004)||(Engineers)|
|San Francisco Rush 2049: Special Edition (2003)||(Support Software)|
|007: Nightfire (2002)||(Additional Programming)|
|Knockout Kings 2002 (2002)||(Engineers)|
|Knockout Kings 2003 (2002)||(Additional Engineering)|
|Gauntlet: Dark Legacy (2000)||(3D Programmer)|
|San Francisco Rush 2049 (1999)||(Support Software)|
|War: Final Assault (1999)||(Additional Programming)|
|Gauntlet: Legends (1998)||(Programmers)|
|Gauntlet: Legends (1998)||(Motion Capture Models)|
|Turok (2015)||(Silicon Graphics)|
|Turok: Dinosaur Hunter (1997)||(Silicon Graphics)|
|Tetrisphere (1997)||(Thanks To)|
|Star Wars: Shadows of the Empire (1996)||(Silicon Graphics Inc.)|
Acorn (Nathan) got into graphics early with Apple ][ programming. After graduating from RPI in 1990 he worked at NCR, IBM, SGI, Atari, EA, and currently at NVIDIA.
At IBM he worked on the GXT1000 graphics adaptor, for use with RS6000 cad workstations.
At SGI he worked on the development of the N64 console (referred to as Ultra64 at the time). He was one of the 3 people who wrote all the graphics microcode for the RSP (along with Steve Anderson and Kevin Luster).
At Atari Games he worked on Gauntlet Legends (coin-op), Gauntlet Dark Legacy (coin-op), and Gauntlet Dark Legacy (PS2). His code also appears in War: Final Assault (coin-op), and San Francisco Rush (coin-op).
At EA he worked on "Knockout Kings" (PS2) and "James Bond: Everything or Nothing" (PS2, Gamecube, XBox).
At NVIDIA he is working on OpenGL ES 2.0 for mobile devices (e.g. cellphones).
Last updated: Aug 16, 2008